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r,n,o=i.method?i.method.toUpperCase():"GET",a=i.onComplete||function(){},s=new ec.window.XMLHttpRequest,l=i.body||i.parameters;return s.onreadystatechange=function(){4===s.readyState&&(a(s),s.onreadystatechange=t)},"GET"===o&&(l=null,"string"==typeof i.parameters)&&(r=e,n=i.parameters,e=r+(/\?/.test(r)?"&":"?")+n),s.open(o,e,!0),("POST"===o||"PUT"===o)&&s.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),s.send(l),s}}(),ec.log=console.log,ec.warn=console.warn,function(){var t=ec.util.object.extend,e=ec.util.object.clone,i=[];function r(){return!1}function n(t,e,i,r){return-i*Math.cos(t/r*(Math.PI/2))+i+e}ec.util.object.extend(i,{cancelAll:function(){var t=this.splice(0);return t.forEach(function(t){t.cancel()}),t},cancelByCanvas:function(t){if(!t)return[];var e=this.filter(function(e){return"object"==typeof e.target&&e.target.canvas===t});return e.forEach(function(t){t.cancel()}),e},cancelByTarget:function(t){var e=this.findAnimationsByTarget(t);return e.forEach(function(t){t.cancel()}),e},findAnimationIndex:function(t){return this.indexOf(this.findAnimation(t))},findAnimation:function(t){return this.find(function(e){return e.cancel===t})},findAnimationsByTarget:function(t){return t?this.filter(function(e){return e.target===t}):[]}});var o=ec.window.requestAnimationFrame||ec.window.webkitRequestAnimationFrame||ec.window.mozRequestAnimationFrame||ec.window.oRequestAnimationFrame||ec.window.msRequestAnimationFrame||function(t){return ec.window.setTimeout(t,1e3/60)},a=ec.window.cancelAnimationFrame||ec.window.clearTimeout;function s(){return o.apply(ec.window,arguments)}ec.util.animate=function(i){i||(i={});var o,a=!1,l=function(){var t=ec.runningAnimations.indexOf(o);return t>-1&&ec.runningAnimations.splice(t,1)[0]};return o=t(e(i),{cancel:function(){return a=!0,l()},currentValue:"startValue"in i?i.startValue:0,completionRate:0,durationRate:0}),ec.runningAnimations.push(o),s(function(t){var e,c=t||+new Date,h=i.duration||500,u=c+h,f=i.onChange||r,d=i.abort||r,g=i.onComplete||r,p=i.easing||n,v="startValue"in i&&i.startValue.length>0,m="startValue"in i?i.startValue:0,y="endValue"in i?i.endValue:100,b=i.byValue||(v?m.map(function(t,e){return y[e]-m[e]}):y-m);i.onStart&&i.onStart(),function t(i){var r=(e=i||+new Date)>u?h:e-c,n=r/h,_=v?m.map(function(t,e){return p(r,m[e],b[e],h)}):p(r,m,b,h),x=v?Math.abs((_[0]-m[0])/b[0]):Math.abs((_-m)/b);if(o.currentValue=v?_.slice():_,o.completionRate=x,o.durationRate=n,!a){if(d(_,x,n)){l();return}if(e>u){o.currentValue=v?y.slice():y,o.completionRate=1,o.durationRate=1,f(v?y.slice():y,1,1),g(y,1,1),l();return}f(_,x,n),s(t)}}(c)}),o.cancel},ec.util.requestAnimFrame=s,ec.util.cancelAnimFrame=function(){return a.apply(ec.window,arguments)},ec.runningAnimations=i}(),function(){function t(t,e,i){return"rgba("+parseInt(t[0]+i*(e[0]-t[0]),10)+","+parseInt(t[1]+i*(e[1]-t[1]),10)+","+parseInt(t[2]+i*(e[2]-t[2]),10)+(","+(t&&e?parseFloat(t[3]+i*(e[3]-t[3])):1))+")"}ec.util.animateColor=function(e,i,r,n){var o=new ec.Color(e).getSource(),a=new ec.Color(i).getSource(),s=n.onComplete,l=n.onChange;return n=n||{},ec.util.animate(ec.util.object.extend(n,{duration:r||500,startValue:o,endValue:a,byValue:a,easing:function(e,i,r,o){return t(i,r,n.colorEasing?n.colorEasing(e,o):1-Math.cos(e/o*(Math.PI/2)))},onComplete:function(e,i,r){if(s)return s(t(a,a,0),i,r)},onChange:function(e,i,r){if(l){if(Array.isArray(e))return l(t(e,e,0),i,r);l(e,i,r)}}}))}}(),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.Point){e.warn("fabric.Point is already defined");return}function i(t,e){this.x=t,this.y=e}e.Point=i,i.prototype={type:"point",constructor:i,add:function(t){return new i(this.x+t.x,this.y+t.y)},addEquals:function(t){return this.x+=t.x,this.y+=t.y,this},scalarAdd:function(t){return new i(this.x+t,this.y+t)},scalarAddEquals:function(t){return this.x+=t,this.y+=t,this},subtract:function(t){return new i(this.x-t.x,this.y-t.y)},subtractEquals:function(t){return this.x-=t.x,this.y-=t.y,this},scalarSubtract:function(t){return new i(this.x-t,this.y-t)},scalarSubtractEquals:function(t){return this.x-=t,this.y-=t,this},multiply:function(t){return new i(this.x*t,this.y*t)},multiplyEquals:function(t){return this.x*=t,this.y*=t,this},divide:function(t){return new i(this.x/t,this.y/t)},divideEquals:function(t){return this.x/=t,this.y/=t,this},eq:function(t){return this.x===t.x&&this.y===t.y},lt:function(t){return this.xt.x&&this.y>t.y},gte:function(t){return this.x>=t.x&&this.y>=t.y},lerp:function(t,e){return void 0===e&&(e=.5),e=Math.max(Math.min(1,e),0),new i(this.x+(t.x-this.x)*e,this.y+(t.y-this.y)*e)},distanceFrom:function(t){var e=this.x-t.x,i=this.y-t.y;return Math.sqrt(e*e+i*i)},midPointFrom:function(t){return this.lerp(t)},min:function(t){return new i(Math.min(this.x,t.x),Math.min(this.y,t.y))},max:function(t){return new i(Math.max(this.x,t.x),Math.max(this.y,t.y))},toString:function(){return this.x+","+this.y},setXY:function(t,e){return this.x=t,this.y=e,this},setX:function(t){return this.x=t,this},setY:function(t){return this.y=t,this},setFromPoint:function(t){return this.x=t.x,this.y=t.y,this},swap:function(t){var e=this.x,i=this.y;this.x=t.x,this.y=t.y,t.x=e,t.y=i},clone:function(){return new i(this.x,this.y)}}}(e),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.Intersection){e.warn("fabric.Intersection is already defined");return}function i(t){this.status=t,this.points=[]}e.Intersection=i,e.Intersection.prototype={constructor:i,appendPoint:function(t){return this.points.push(t),this},appendPoints:function(t){return this.points=this.points.concat(t),this}},e.Intersection.intersectLineLine=function(t,r,n,o){var a,s=(o.x-n.x)*(t.y-n.y)-(o.y-n.y)*(t.x-n.x),l=(r.x-t.x)*(t.y-n.y)-(r.y-t.y)*(t.x-n.x),c=(o.y-n.y)*(r.x-t.x)-(o.x-n.x)*(r.y-t.y);if(0!==c){var h=s/c,u=l/c;0<=h&&h<=1&&0<=u&&u<=1?(a=new i("Intersection")).appendPoint(new e.Point(t.x+h*(r.x-t.x),t.y+h*(r.y-t.y))):a=new i}else a=new i(0===s||0===l?"Coincident":"Parallel");return a},e.Intersection.intersectLinePolygon=function(t,e,r){var n,o,a,s,l=new i,c=r.length;for(s=0;s0&&(l.status="Intersection"),l},e.Intersection.intersectPolygonPolygon=function(t,e){var r,n=new i,o=t.length;for(r=0;r0&&(n.status="Intersection"),n},e.Intersection.intersectPolygonRectangle=function(t,r,n){var o=r.min(n),a=r.max(n),s=new e.Point(a.x,o.y),l=new e.Point(o.x,a.y),c=i.intersectLinePolygon(o,s,t),h=i.intersectLinePolygon(s,a,t),u=i.intersectLinePolygon(a,l,t),f=i.intersectLinePolygon(l,o,t),d=new i;return d.appendPoints(c.points),d.appendPoints(h.points),d.appendPoints(u.points),d.appendPoints(f.points),d.points.length>0&&(d.status="Intersection"),d}}(e),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.Color){e.warn("fabric.Color is already defined.");return}function i(t){t?this._tryParsingColor(t):this.setSource([0,0,0,1])}function r(t,e,i){return(i<0&&(i+=1),i>1&&(i-=1),i<1/6)?t+(e-t)*6*i:i<.5?e:i<2/3?t+(e-t)*(2/3-i)*6:t}e.Color=i,e.Color.prototype={_tryParsingColor:function(t){var e;t in i.colorNameMap&&(t=i.colorNameMap[t]),"transparent"===t&&(e=[255,255,255,0]),e||(e=i.sourceFromHex(t)),e||(e=i.sourceFromRgb(t)),e||(e=i.sourceFromHsl(t)),e||(e=[0,0,0,1]),e&&this.setSource(e)},_rgbToHsl:function(t,i,r){t/=255,i/=255,r/=255;var n,o,a,s=e.util.array.max([t,i,r]),l=e.util.array.min([t,i,r]);if(a=(s+l)/2,s===l)n=o=0;else{var c=s-l;switch(o=a>.5?c/(2-s-l):c/(s+l),s){case t:n=(i-r)/c+(i0)-(t<0)||+t};function f(t,e){return Math.round((t.angle+h(Math.atan2(e.y,e.x))+360)%360/45)}function d(t,i){var r=i.transform.target,n=r.canvas,o=e.util.object.clone(i);o.target=r,n&&n.fire("object:"+t,o),r.fire(t,i)}function g(t,e){var i=e.canvas,r=t[i.uniScaleKey];return i.uniformScaling&&!r||!i.uniformScaling&&r}function p(t){return t.originX===l&&t.originY===l}function v(t,e,i){var r=t.lockScalingX,n=t.lockScalingY;return!!r&&!!n||!e&&(!!r||!!n)&&!!i||!!r&&"x"===e||!!n&&"y"===e}function m(t,e,i,r){return{e:t,transform:e,pointer:{x:i,y:r}}}function y(t){return function(e,i,r,n){var o=i.target,a=o.getCenterPoint(),s=o.translateToOriginPoint(a,i.originX,i.originY),l=t(e,i,r,n);return o.setPositionByOrigin(s,i.originX,i.originY),l}}function b(t,e){return function(i,r,n,o){var a=e(i,r,n,o);return a&&d(t,m(i,r,n,o)),a}}function _(t,i,r,n,o){var a=t.target,s=a.controls[t.corner],l=a.canvas.getZoom(),c=a.padding/l,h=a.toLocalPoint(new e.Point(n,o),i,r);return h.x>=c&&(h.x-=c),h.x<=-c&&(h.x+=c),h.y>=c&&(h.y-=c),h.y<=c&&(h.y+=c),h.x-=s.offsetX,h.y-=s.offsetY,h}function x(t){return t.flipX!==t.flipY}function C(t,e,i,r,n){if(0!==t[e]){var o=n/t._getTransformedDimensions()[r]*t[i];t.set(i,o)}}function w(t,e,i,r){var n,l=e.target,c=l._getTransformedDimensions(0,l.skewY),u=Math.abs(2*_(e,e.originX,e.originY,i,r).x)-c.x,f=l.skewX;u<2?n=0:(n=h(Math.atan2(u/l.scaleX,c.y/l.scaleY)),e.originX===o&&e.originY===s&&(n=-n),e.originX===a&&"top"===e.originY&&(n=-n),x(l)&&(n=-n));var d=f!==n;if(d){var g=l._getTransformedDimensions().y;l.set("skewX",n),C(l,"skewY","scaleY","y",g)}return d}function S(t,e,i,r){var n,l=e.target,c=l._getTransformedDimensions(l.skewX,0),u=Math.abs(2*_(e,e.originX,e.originY,i,r).y)-c.y,f=l.skewY;u<2?n=0:(n=h(Math.atan2(u/l.scaleY,c.x/l.scaleX)),e.originX===o&&e.originY===s&&(n=-n),e.originX===a&&"top"===e.originY&&(n=-n),x(l)&&(n=-n));var d=f!==n;if(d){var g=l._getTransformedDimensions().x;l.set("skewY",n),C(l,"skewX","scaleX","x",g)}return d}function T(t,e,i,r,n){n=n||{};var o,a,s,l,h,f,d=e.target,m=d.lockScalingX,y=d.lockScalingY,b=n.by,x=g(t,d),C=v(d,b,x),w=e.gestureScale;if(C)return!1;if(w)a=e.scaleX*w,s=e.scaleY*w;else{if(o=_(e,e.originX,e.originY,i,r),h="y"!==b?u(o.x):1,f="x"!==b?u(o.y):1,e.signX||(e.signX=h),e.signY||(e.signY=f),d.lockScalingFlip&&(e.signX!==h||e.signY!==f))return!1;if(l=d._getTransformedDimensions(),x&&!b){var S=Math.abs(o.x)+Math.abs(o.y),T=e.original,O=S/(Math.abs(l.x*T.scaleX/d.scaleX)+Math.abs(l.y*T.scaleY/d.scaleY));a=T.scaleX*O,s=T.scaleY*O}else a=Math.abs(o.x*d.scaleX/l.x),s=Math.abs(o.y*d.scaleY/l.y);p(e)&&(a*=2,s*=2),e.signX!==h&&"y"!==b&&(e.originX=c[e.originX],a*=-1,e.signX=h),e.signY!==f&&"x"!==b&&(e.originY=c[e.originY],s*=-1,e.signY=f)}var j=d.scaleX,k=d.scaleY;return b?("x"===b&&d.set("scaleX",a),"y"===b&&d.set("scaleY",s)):(m||d.set("scaleX",a),y||d.set("scaleY",s)),j!==d.scaleX||k!==d.scaleY}n.scaleCursorStyleHandler=function(t,e,r){var n=g(t,r),o="";return(0!==e.x&&0===e.y?o="x":0===e.x&&0!==e.y&&(o="y"),v(r,o,n))?"not-allowed":i[f(r,e)]+"-resize"},n.skewCursorStyleHandler=function(t,e,i){return 0!==e.x&&i.lockSkewingY||0!==e.y&&i.lockSkewingX?"not-allowed":r[f(i,e)%4]+"-resize"},n.scaleSkewCursorStyleHandler=function(t,e,i){return t[i.canvas.altActionKey]?n.skewCursorStyleHandler(t,e,i):n.scaleCursorStyleHandler(t,e,i)},n.rotationWithSnapping=b("rotating",y(function(t,e,i,r){var n=e.target,o=n.translateToOriginPoint(n.getCenterPoint(),e.originX,e.originY);if(n.lockRotation)return!1;var a=Math.atan2(e.ey-o.y,e.ex-o.x),s=h(Math.atan2(r-o.y,i-o.x)-a+e.theta),l=!0;if(n.snapAngle>0){var c=n.snapAngle,u=n.snapThreshold||c,f=Math.ceil(s/c)*c,d=Math.floor(s/c)*c;Math.abs(s-d)0?o:a:(c>0&&(n="top"===h?o:a),c<0&&(n="top"===h?a:o),x(s)&&(n=n===o?a:o)),e.originX=n,b("skewing",y(w))(t,e,i,r))},n.skewHandlerY=function(t,e,i,r){var n,a=e.target,c=a.skewY,h=e.originX;return!a.lockSkewingY&&(0===c?n=_(e,l,l,i,r).y>0?"top":s:(c>0&&(n=h===o?"top":s),c<0&&(n=h===o?s:"top"),x(a)&&(n="top"===n?s:"top")),e.originY=n,b("skewing",y(S))(t,e,i,r))},n.dragHandler=function(t,e,i,r){var n=e.target,o=i-e.offsetX,a=r-e.offsetY,s=!n.get("lockMovementX")&&n.left!==o,l=!n.get("lockMovementY")&&n.top!==a;return s&&n.set("left",o),l&&n.set("top",a),(s||l)&&d("moving",m(t,e,i,r)),s||l},n.scaleOrSkewActionName=function(t,e,i){var r=t[i.canvas.altActionKey];return 0===e.x?r?"skewX":"scaleY":0===e.y?r?"skewY":"scaleX":void 0},n.rotationStyleHandler=function(t,e,i){return i.lockRotation?"not-allowed":e.cursorStyle},n.fireEvent=d,n.wrapWithFixedAnchor=y,n.wrapWithFireEvent=b,n.getLocalPoint=_,e.controlsUtils=n}(e),F=(E=(P=e).fabric||(P.fabric={})).util.degreesToRadians,(D=E.controlsUtils).renderCircleControl=function(t,e,i,r,n){r=r||{};var o,a=this.sizeX||r.cornerSize||n.cornerSize,s=this.sizeY||r.cornerSize||n.cornerSize,l=void 0!==r.transparentCorners?r.transparentCorners:n.transparentCorners,c=!l&&(r.cornerStrokeColor||n.cornerStrokeColor),h=e,u=i;t.save(),t.fillStyle=r.cornerColor||n.cornerColor,t.strokeStyle=r.cornerStrokeColor||n.cornerStrokeColor,a>s?(o=a,t.scale(1,s/a),u=i*a/s):s>a?(o=s,t.scale(a/s,1),h=e*s/a):o=a,t.lineWidth=1,t.beginPath(),t.arc(h,u,o/2,0,2*Math.PI,!1),t[l?"stroke":"fill"](),c&&t.stroke(),t.restore()},D.renderSquareControl=function(t,e,i,r,n){r=r||{};var o=this.sizeX||r.cornerSize||n.cornerSize,a=this.sizeY||r.cornerSize||n.cornerSize,s=void 0!==r.transparentCorners?r.transparentCorners:n.transparentCorners,l=!s&&(r.cornerStrokeColor||n.cornerStrokeColor),c=o/2,h=a/2;t.save(),t.fillStyle=r.cornerColor||n.cornerColor,t.strokeStyle=r.cornerStrokeColor||n.cornerStrokeColor,t.lineWidth=1,t.translate(e,i),t.rotate(F(n.angle)),t[(s?"stroke":"fill")+"Rect"](-c,-h,o,a),l&&t.strokeRect(-c,-h,o,a),t.restore()},(A=(M=e).fabric||(M.fabric={})).Control=function(t){for(var e in t)this[e]=t[e]},A.Control.prototype={visible:!0,actionName:"scale",angle:0,x:0,y:0,offsetX:0,offsetY:0,sizeX:null,sizeY:null,touchSizeX:null,touchSizeY:null,cursorStyle:"crosshair",withConnection:!1,actionHandler:function(){},mouseDownHandler:function(){},mouseUpHandler:function(){},getActionHandler:function(){return this.actionHandler},getMouseDownHandler:function(){return this.mouseDownHandler},getMouseUpHandler:function(){return this.mouseUpHandler},cursorStyleHandler:function(t,e){return e.cursorStyle},getActionName:function(t,e){return e.actionName},getVisibility:function(t,e){var i=t._controlsVisibility;return i&&void 0!==i[e]?i[e]:this.visible},setVisibility:function(t){this.visible=t},positionHandler:function(t,e){return A.util.transformPoint({x:this.x*t.x+this.offsetX,y:this.y*t.y+this.offsetY},e)},calcCornerCoords:function(t,e,i,r,n){var o,a,s,l,c=n?this.touchSizeX:this.sizeX,h=n?this.touchSizeY:this.sizeY;if(c&&h&&c!==h){var u=Math.atan2(h,c),f=Math.sqrt(c*c+h*h)/2,d=u-A.util.degreesToRadians(t),g=Math.PI/2-u-A.util.degreesToRadians(t);o=f*A.util.cos(d),a=f*A.util.sin(d),s=f*A.util.cos(g),l=f*A.util.sin(g)}else{f=.7071067812*(c&&h?c:e);var d=A.util.degreesToRadians(45-t);o=s=f*A.util.cos(d),a=l=f*A.util.sin(d)}return{tl:{x:i-l,y:r-s},tr:{x:i+o,y:r-a},bl:{x:i-o,y:r+a},br:{x:i+l,y:r+s}}},render:function(t,e,i,r,n){"circle"===((r=r||{}).cornerStyle||n.cornerStyle)?A.controlsUtils.renderCircleControl.call(this,t,e,i,r,n):A.controlsUtils.renderSquareControl.call(this,t,e,i,r,n)}},function(){"use strict";if(ec.StaticCanvas){ec.warn("fabric.StaticCanvas is already defined.");return}var t=ec.util.object.extend,e=ec.util.getElementOffset,i=ec.util.removeFromArray,r=(ec.util.toFixed,ec.util.transformPoint),n=ec.util.invertTransform,o=ec.util.getNodeCanvas,a=ec.util.createCanvasElement,s=Error("Could not initialize `canvas` element");ec.StaticCanvas=ec.util.createClass(ec.CommonMethods,{initialize:function(t,e){e||(e={}),this.renderAndResetBound=this.renderAndReset.bind(this),this.requestRenderAllBound=this.requestRenderAll.bind(this),this._initStatic(t,e)},backgroundColor:"",backgroundImage:null,overlayColor:"",overlayImage:null,includeDefaultValues:!0,stateful:!1,renderOnAddRemove:!0,controlsAboveOverlay:!1,allowTouchScrolling:!1,imageSmoothingEnabled:!0,viewportTransform:ec.iMatrix.concat(),backgroundVpt:!0,overlayVpt:!0,enableRetinaScaling:!0,vptCoords:{},skipOffscreen:!0,clipPath:void 0,_initStatic:function(t,e){var i=this.requestRenderAllBound;this._objects=[],this._createLowerCanvas(t),this._initOptions(e),this.interactive||this._initRetinaScaling(),e.overlayImage&&this.setOverlayImage(e.overlayImage,i),e.backgroundImage&&this.setBackgroundImage(e.backgroundImage,i),e.backgroundColor&&this.setBackgroundColor(e.backgroundColor,i),e.overlayColor&&this.setOverlayColor(e.overlayColor,i),this.calcOffset()},_isRetinaScaling:function(){return ec.devicePixelRatio>1&&this.enableRetinaScaling},getRetinaScaling:function(){return this._isRetinaScaling()?Math.max(1,ec.devicePixelRatio):1},_initRetinaScaling:function(){if(this._isRetinaScaling()){var t=ec.devicePixelRatio;this.__initRetinaScaling(t,this.lowerCanvasEl,this.contextContainer),this.upperCanvasEl&&this.__initRetinaScaling(t,this.upperCanvasEl,this.contextTop)}},__initRetinaScaling:function(t,e,i){e.setAttribute("width",this.width*t),e.setAttribute("height",this.height*t),i.scale(t,t)},calcOffset:function(){return this._offset=e(this.lowerCanvasEl),this},setOverlayImage:function(t,e,i){return this.__setBgOverlayImage("overlayImage",t,e,i)},setBackgroundImage:function(t,e,i){return this.__setBgOverlayImage("backgroundImage",t,e,i)},setOverlayColor:function(t,e){return this.__setBgOverlayColor("overlayColor",t,e)},setBackgroundColor:function(t,e){return this.__setBgOverlayColor("backgroundColor",t,e)},__setBgOverlayImage:function(t,e,i,r){return"string"==typeof e?ec.util.loadImage(e,function(e,n){if(e){var o=new ec.Image(e,r);this[t]=o,o.canvas=this}i&&i(e,n)},this,r&&r.crossOrigin):(r&&e.setOptions(r),this[t]=e,e&&(e.canvas=this),i&&i(e,!1)),this},__setBgOverlayColor:function(t,e,i){return this[t]=e,this._initGradient(e,t),this._initPattern(e,t,i),this},_createCanvasElement:function(){var t=a();if(!t||(t.style||(t.style={}),void 0===t.getContext))throw s;return t},_initOptions:function(t){var e=this.lowerCanvasEl;this._setOptions(t),this.width=this.width||parseInt(e.width,10)||0,this.height=this.height||parseInt(e.height,10)||0,this.lowerCanvasEl.style&&(e.width=this.width,e.height=this.height,e.style.width=this.width+"px",e.style.height=this.height+"px",this.viewportTransform=this.viewportTransform.slice())},_createLowerCanvas:function(t){t&&t.getContext?this.lowerCanvasEl=t:this.lowerCanvasEl=ec.util.getById(t)||this._createCanvasElement(),ec.util.addClass(this.lowerCanvasEl,"lower-canvas"),this._originalCanvasStyle=this.lowerCanvasEl.style,this.interactive&&this._applyCanvasStyle(this.lowerCanvasEl),this.contextContainer=this.lowerCanvasEl.getContext("2d")},getWidth:function(){return this.width},getHeight:function(){return this.height},setWidth:function(t,e){return this.setDimensions({width:t},e)},setHeight:function(t,e){return this.setDimensions({height:t},e)},setDimensions:function(t,e){var i;for(var r in e=e||{},t)i=t[r],e.cssOnly||(this._setBackstoreDimension(r,t[r]),i+="px",this.hasLostContext=!0),e.backstoreOnly||this._setCssDimension(r,i);return this._isCurrentlyDrawing&&this.freeDrawingBrush&&this.freeDrawingBrush._setBrushStyles(this.contextTop),this._initRetinaScaling(),this.calcOffset(),e.cssOnly||this.requestRenderAll(),this},_setBackstoreDimension:function(t,e){return this.lowerCanvasEl[t]=e,this.upperCanvasEl&&(this.upperCanvasEl[t]=e),this.cacheCanvasEl&&(this.cacheCanvasEl[t]=e),this[t]=e,this},_setCssDimension:function(t,e){return this.lowerCanvasEl.style[t]=e,this.upperCanvasEl&&(this.upperCanvasEl.style[t]=e),this.wrapperEl&&(this.wrapperEl.style[t]=e),this},getZoom:function(){return this.viewportTransform[0]},setViewportTransform:function(t){var e,i,r,n=this._activeObject,o=this.backgroundImage,a=this.overlayImage;for(i=0,this.viewportTransform=t,r=this._objects.length;i0+c&&(a=o-1,i(this._objects,n),this._objects.splice(a,0,n)),c++;else 0!==(o=this._objects.indexOf(t))&&(a=this._findNewLowerIndex(t,o,e),i(this._objects,t),this._objects.splice(a,0,t));return this.renderOnAddRemove&&this.requestRenderAll(),this},_findNewLowerIndex:function(t,e,i){var r,n;if(i){for(r=e,n=e-1;n>=0;--n)if(t.intersectsWithObject(this._objects[n])||t.isContainedWithinObject(this._objects[n])||this._objects[n].isContainedWithinObject(t)){r=n;break}}else r=e-1;return r},bringForward:function(t,e){if(!t)return this;var r,n,o,a,s,l=this._activeObject,c=0;if(t===l&&"activeSelection"===t.type)for(r=(s=l._objects).length;r--;)n=s[r],(o=this._objects.indexOf(n))"}}),t(ec.StaticCanvas.prototype,ec.Observable),t(ec.StaticCanvas.prototype,ec.Collection),t(ec.StaticCanvas.prototype,ec.DataURLExporter),t(ec.StaticCanvas,{EMPTY_JSON:'{"objects": [], "background": "white"}',supports:function(t){var e=a();if(!e||!e.getContext)return null;var i=e.getContext("2d");return i&&"setLineDash"===t?void 0!==i.setLineDash:null}}),ec.StaticCanvas.prototype.toJSON=ec.StaticCanvas.prototype.toObject,ec.isLikelyNode&&(ec.StaticCanvas.prototype.createPNGStream=function(){var t=o(this.lowerCanvasEl);return t&&t.createPNGStream()},ec.StaticCanvas.prototype.createJPEGStream=function(t){var e=o(this.lowerCanvasEl);return e&&e.createJPEGStream(t)})}(),ec.BaseBrush=ec.util.createClass({color:"rgb(0, 0, 0)",width:1,shadow:null,strokeLineCap:"round",strokeLineJoin:"round",strokeMiterLimit:10,strokeDashArray:null,limitedToCanvasSize:!1,_setBrushStyles:function(t){t.strokeStyle=this.color,t.lineWidth=this.width,t.lineCap=this.strokeLineCap,t.miterLimit=this.strokeMiterLimit,t.lineJoin=this.strokeLineJoin,t.setLineDash(this.strokeDashArray||[])},_saveAndTransform:function(t){var e=this.canvas.viewportTransform;t.save(),t.transform(e[0],e[1],e[2],e[3],e[4],e[5])},_setShadow:function(){if(this.shadow){var t=this.canvas,e=this.shadow,i=t.contextTop,r=t.getZoom();t&&t._isRetinaScaling()&&(r*=ec.devicePixelRatio),i.shadowColor=e.color,i.shadowBlur=e.blur*r,i.shadowOffsetX=e.offsetX*r,i.shadowOffsetY=e.offsetY*r}},needsFullRender:function(){return 1>new ec.Color(this.color).getAlpha()||!!this.shadow},_resetShadow:function(){var t=this.canvas.contextTop;t.shadowColor="",t.shadowBlur=t.shadowOffsetX=t.shadowOffsetY=0},_isOutSideCanvas:function(t){return t.x<0||t.x>this.canvas.getWidth()||t.y<0||t.y>this.canvas.getHeight()}}),ec.PencilBrush=ec.util.createClass(ec.BaseBrush,{decimate:.4,drawStraightLine:!1,straightLineKey:"shiftKey",initialize:function(t){this.canvas=t,this._points=[]},needsFullRender:function(){return this.callSuper("needsFullRender")||this._hasStraightLine},_drawSegment:function(t,e,i){var r=e.midPointFrom(i);return t.quadraticCurveTo(e.x,e.y,r.x,r.y),r},onMouseDown:function(t,e){this.canvas._isMainEvent(e.e)&&(this.drawStraightLine=e.e[this.straightLineKey],this._prepareForDrawing(t),this._captureDrawingPath(t),this._render())},onMouseMove:function(t,e){if(this.canvas._isMainEvent(e.e)&&(this.drawStraightLine=e.e[this.straightLineKey],!(!0===this.limitedToCanvasSize&&this._isOutSideCanvas(t))&&this._captureDrawingPath(t)&&this._points.length>1)){if(this.needsFullRender())this.canvas.clearContext(this.canvas.contextTop),this._render();else{var i=this._points,r=i.length,n=this.canvas.contextTop;this._saveAndTransform(n),this.oldEnd&&(n.beginPath(),n.moveTo(this.oldEnd.x,this.oldEnd.y)),this.oldEnd=this._drawSegment(n,i[r-2],i[r-1],!0),n.stroke(),n.restore()}}},onMouseUp:function(t){return!this.canvas._isMainEvent(t.e)||(this.drawStraightLine=!1,this.oldEnd=void 0,this._finalizeAndAddPath(),!1)},_prepareForDrawing:function(t){var e=new ec.Point(t.x,t.y);this._reset(),this._addPoint(e),this.canvas.contextTop.moveTo(e.x,e.y)},_addPoint:function(t){return!(this._points.length>1&&t.eq(this._points[this._points.length-1]))&&(this.drawStraightLine&&this._points.length>1&&(this._hasStraightLine=!0,this._points.pop()),this._points.push(t),!0)},_reset:function(){this._points=[],this._setBrushStyles(this.canvas.contextTop),this._setShadow(),this._hasStraightLine=!1},_captureDrawingPath:function(t){var e=new ec.Point(t.x,t.y);return this._addPoint(e)},_render:function(t){var e,i,r=this._points[0],n=this._points[1];if(t=t||this.canvas.contextTop,this._saveAndTransform(t),t.beginPath(),2===this._points.length&&r.x===n.x&&r.y===n.y){var o=this.width/1e3;r=new ec.Point(r.x,r.y),n=new ec.Point(n.x,n.y),r.x-=o,n.x+=o}for(t.moveTo(r.x,r.y),e=1,i=this._points.length;e=r&&a.push(o=t[i]);return a.push(t[n]),a},_finalizeAndAddPath:function(){this.canvas.contextTop.closePath(),this.decimate&&(this._points=this.decimatePoints(this._points,this.decimate));var t=this.convertPointsToSVGPath(this._points);if(this._isEmptySVGPath(t)){this.canvas.requestRenderAll();return}var e=this.createPath(t);this.canvas.clearContext(this.canvas.contextTop),this.canvas.fire("before:path:created",{path:e}),this.canvas.add(e),this.canvas.requestRenderAll(),e.setCoords(),this._resetShadow(),this.canvas.fire("path:created",{path:e})}}),ec.CircleBrush=ec.util.createClass(ec.BaseBrush,{width:10,initialize:function(t){this.canvas=t,this.points=[]},drawDot:function(t){var e=this.addPoint(t),i=this.canvas.contextTop;this._saveAndTransform(i),this.dot(i,e),i.restore()},dot:function(t,e){t.fillStyle=e.fill,t.beginPath(),t.arc(e.x,e.y,e.radius,0,2*Math.PI,!1),t.closePath(),t.fill()},onMouseDown:function(t){this.points.length=0,this.canvas.clearContext(this.canvas.contextTop),this._setShadow(),this.drawDot(t)},_render:function(){var t,e,i=this.canvas.contextTop,r=this.points;for(this._saveAndTransform(i),t=0,e=r.length;t0&&!this.preserveObjectStacking){e=[],i=[];for(var n=0,o=this._objects.length;n1&&(this._activeObject._objects=i),e.push.apply(e,i)}else e=this._objects;return e},renderAll:function(){!this.contextTopDirty||this._groupSelector||this.isDrawingMode||(this.clearContext(this.contextTop),this.contextTopDirty=!1),this.hasLostContext&&(this.renderTopLayer(this.contextTop),this.hasLostContext=!1);var t=this.contextContainer;return this.renderCanvas(t,this._chooseObjectsToRender()),this},renderTopLayer:function(t){t.save(),this.isDrawingMode&&this._isCurrentlyDrawing&&(this.freeDrawingBrush&&this.freeDrawingBrush._render(),this.contextTopDirty=!0),this.selection&&this._groupSelector&&(this._drawSelection(t),this.contextTopDirty=!0),t.restore()},renderTop:function(){var t=this.contextTop;return this.clearContext(t),this.renderTopLayer(t),this.fire("after:render"),this},_normalizePointer:function(t,e){var i=t.calcTransformMatrix(),r=ec.util.invertTransform(i),n=this.restorePointerVpt(e);return ec.util.transformPoint(n,r)},isTargetTransparent:function(t,e,i){if(t.shouldCache()&&t._cacheCanvas&&t!==this._activeObject){var r=this._normalizePointer(t,{x:e,y:i}),n=Math.max(t.cacheTranslationX+r.x*t.zoomX,0),o=Math.max(t.cacheTranslationY+r.y*t.zoomY,0),a=ec.util.isTransparent(t._cacheContext,Math.round(n),Math.round(o),this.targetFindTolerance);return a}var s=this.contextCache,l=t.selectionBackgroundColor,c=this.viewportTransform;t.selectionBackgroundColor="",this.clearContext(s),s.save(),s.transform(c[0],c[1],c[2],c[3],c[4],c[5]),t.render(s),s.restore(),t.selectionBackgroundColor=l;var a=ec.util.isTransparent(s,e,i,this.targetFindTolerance);return a},_isSelectionKeyPressed:function(t){return Array.isArray(this.selectionKey)?!!this.selectionKey.find(function(e){return!0===t[e]}):t[this.selectionKey]},_shouldClearSelection:function(t,e){var i=this.getActiveObjects(),r=this._activeObject;return!e||e&&r&&i.length>1&&-1===i.indexOf(e)&&r!==e&&!this._isSelectionKeyPressed(t)||e&&!e.evented||e&&!e.selectable&&r&&r!==e},_shouldCenterTransform:function(t,e,i){var r;if(t)return"scale"===e||"scaleX"===e||"scaleY"===e||"resizing"===e?r=this.centeredScaling||t.centeredScaling:"rotate"===e&&(r=this.centeredRotation||t.centeredRotation),r?!i:i},_getOriginFromCorner:function(t,e){var i={x:t.originX,y:t.originY};return"ml"===e||"tl"===e||"bl"===e?i.x="right":("mr"===e||"tr"===e||"br"===e)&&(i.x="left"),"tl"===e||"mt"===e||"tr"===e?i.y="bottom":("bl"===e||"mb"===e||"br"===e)&&(i.y="top"),i},_getActionFromCorner:function(t,e,i,r){if(!e||!t)return"drag";var n=r.controls[e];return n.getActionName(i,n,r)},_setupCurrentTransform:function(t,i,r){if(i){var n=this.getPointer(t),o=i.__corner,a=i.controls[o],s=r&&o?a.getActionHandler(t,i,a):ec.controlsUtils.dragHandler,l=this._getActionFromCorner(r,o,t,i),c=this._getOriginFromCorner(i,o),h=t[this.centeredKey],u={target:i,action:l,actionHandler:s,corner:o,scaleX:i.scaleX,scaleY:i.scaleY,skewX:i.skewX,skewY:i.skewY,offsetX:n.x-i.left,offsetY:n.y-i.top,originX:c.x,originY:c.y,ex:n.x,ey:n.y,lastX:n.x,lastY:n.y,theta:e(i.angle),width:i.width*i.scaleX,shiftKey:t.shiftKey,altKey:h,original:ec.util.saveObjectTransform(i)};this._shouldCenterTransform(i,l,h)&&(u.originX="center",u.originY="center"),u.original.originX=c.x,u.original.originY=c.y,this._currentTransform=u,this._beforeTransform(t)}},setCursor:function(t){this.upperCanvasEl.style.cursor=t},_drawSelection:function(t){var e=this._groupSelector,i=new ec.Point(e.ex,e.ey),r=ec.util.transformPoint(i,this.viewportTransform),n=new ec.Point(e.ex+e.left,e.ey+e.top),o=ec.util.transformPoint(n,this.viewportTransform),a=Math.min(r.x,o.x),s=Math.min(r.y,o.y),l=Math.max(r.x,o.x),c=Math.max(r.y,o.y),h=this.selectionLineWidth/2;this.selectionColor&&(t.fillStyle=this.selectionColor,t.fillRect(a,s,l-a,c-s)),this.selectionLineWidth&&this.selectionBorderColor&&(t.lineWidth=this.selectionLineWidth,t.strokeStyle=this.selectionBorderColor,a+=h,s+=h,l-=h,c-=h,ec.Object.prototype._setLineDash.call(this,t,this.selectionDashArray),t.strokeRect(a,s,l-a,c-s))},findTarget:function(t,e){if(!this.skipTargetFind){var r,n,o=this.getPointer(t,!0),a=this._activeObject,s=this.getActiveObjects(),l=i(t),c=s.length>1&&!e||1===s.length;if(this.targets=[],c&&a._findTargetCorner(o,l)||s.length>1&&!e&&a===this._searchPossibleTargets([a],o))return a;if(1===s.length&&a===this._searchPossibleTargets([a],o)){if(!this.preserveObjectStacking)return a;r=a,n=this.targets,this.targets=[]}var h=this._searchPossibleTargets(this._objects,o);return t[this.altSelectionKey]&&h&&r&&h!==r&&(h=r,this.targets=n),h}},_checkTarget:function(t,e,i){if(e&&e.visible&&e.evented&&e.containsPoint(t)&&(!this.perPixelTargetFind&&!e.perPixelTargetFind||e.isEditing||!this.isTargetTransparent(e,i.x,i.y)))return!0},_searchPossibleTargets:function(t,e){for(var i,r,n=t.length;n--;){var o=t[n],a=o.group?this._normalizePointer(o.group,e):e;if(this._checkTarget(a,o,e)){(i=t[n]).subTargetCheck&&i instanceof ec.Group&&(r=this._searchPossibleTargets(i._objects,e))&&this.targets.push(r);break}}return i},restorePointerVpt:function(t){return ec.util.transformPoint(t,ec.util.invertTransform(this.viewportTransform))},getPointer:function(e,i){if(this._absolutePointer&&!i)return this._absolutePointer;if(this._pointer&&i)return this._pointer;var r,n=t(e),o=this.upperCanvasEl,a=o.getBoundingClientRect(),s=a.width||0,l=a.height||0;(!s||!l)&&("top"in a&&"bottom"in a&&(l=Math.abs(a.top-a.bottom)),"right"in a&&"left"in a&&(s=Math.abs(a.right-a.left))),this.calcOffset(),n.x=n.x-this._offset.left,n.y=n.y-this._offset.top,i||(n=this.restorePointerVpt(n));var c=this.getRetinaScaling();return 1!==c&&(n.x/=c,n.y/=c),r=0===s||0===l?{width:1,height:1}:{width:o.width/s,height:o.height/l},{x:n.x*r.width,y:n.y*r.height}},_createUpperCanvas:function(){var t=this.lowerCanvasEl.className.replace(/\s*lower-canvas\s*/,""),e=this.lowerCanvasEl,i=this.upperCanvasEl;i?i.className="":(i=this._createCanvasElement(),this.upperCanvasEl=i),ec.util.addClass(i,"upper-canvas "+t),this.wrapperEl.appendChild(i),this._copyCanvasStyle(e,i),this._applyCanvasStyle(i),this.contextTop=i.getContext("2d")},getTopContext:function(){return this.contextTop},_createCacheCanvas:function(){this.cacheCanvasEl=this._createCanvasElement(),this.cacheCanvasEl.setAttribute("width",this.width),this.cacheCanvasEl.setAttribute("height",this.height),this.contextCache=this.cacheCanvasEl.getContext("2d")},_initWrapperElement:function(){this.wrapperEl=ec.util.wrapElement(this.lowerCanvasEl,"div",{class:this.containerClass}),ec.util.setStyle(this.wrapperEl,{width:this.width+"px",height:this.height+"px",position:"relative"}),ec.util.makeElementUnselectable(this.wrapperEl)},_applyCanvasStyle:function(t){var e=this.width||t.width,i=this.height||t.height;ec.util.setStyle(t,{position:"absolute",width:e+"px",height:i+"px",left:0,top:0,"touch-action":this.allowTouchScrolling?"manipulation":"none","-ms-touch-action":this.allowTouchScrolling?"manipulation":"none"}),t.width=e,t.height=i,ec.util.makeElementUnselectable(t)},_copyCanvasStyle:function(t,e){e.style.cssText=t.style.cssText},getSelectionContext:function(){return this.contextTop},getSelectionElement:function(){return this.upperCanvasEl},getActiveObject:function(){return this._activeObject},getActiveObjects:function(){var t=this._activeObject;return t?"activeSelection"===t.type&&t._objects?t._objects.slice(0):[t]:[]},_onObjectRemoved:function(t){t===this._activeObject&&(this.fire("before:selection:cleared",{target:t}),this._discardActiveObject(),this.fire("selection:cleared",{target:t}),t.fire("deselected")),t===this._hoveredTarget&&(this._hoveredTarget=null,this._hoveredTargets=[]),this.callSuper("_onObjectRemoved",t)},_fireSelectionEvents:function(t,e){var i=!1,r=this.getActiveObjects(),n=[],o=[];t.forEach(function(t){-1===r.indexOf(t)&&(i=!0,t.fire("deselected",{e:e,target:t}),o.push(t))}),r.forEach(function(r){-1===t.indexOf(r)&&(i=!0,r.fire("selected",{e:e,target:r}),n.push(r))}),t.length>0&&r.length>0?i&&this.fire("selection:updated",{e:e,selected:n,deselected:o}):r.length>0?this.fire("selection:created",{e:e,selected:n}):t.length>0&&this.fire("selection:cleared",{e:e,deselected:o})},setActiveObject:function(t,e){var i=this.getActiveObjects();return this._setActiveObject(t,e),this._fireSelectionEvents(i,e),this},_setActiveObject:function(t,e){return!(this._activeObject===t||!this._discardActiveObject(e,t)||t.onSelect({e:e}))&&(this._activeObject=t,!0)},_discardActiveObject:function(t,e){var i=this._activeObject;if(i){if(i.onDeselect({e:t,object:e}))return!1;this._activeObject=null}return!0},discardActiveObject:function(t){var e=this.getActiveObjects(),i=this.getActiveObject();return e.length&&this.fire("before:selection:cleared",{target:i,e:t}),this._discardActiveObject(t),this._fireSelectionEvents(e,t),this},dispose:function(){var t=this.wrapperEl;return this.removeListeners(),t.removeChild(this.upperCanvasEl),t.removeChild(this.lowerCanvasEl),this.contextCache=null,this.contextTop=null,["upperCanvasEl","cacheCanvasEl"].forEach((function(t){ec.util.cleanUpJsdomNode(this[t]),this[t]=void 0}).bind(this)),t.parentNode&&t.parentNode.replaceChild(this.lowerCanvasEl,this.wrapperEl),delete this.wrapperEl,ec.StaticCanvas.prototype.dispose.call(this),this},clear:function(){return this.discardActiveObject(),this.clearContext(this.contextTop),this.callSuper("clear")},drawControls:function(t){var e=this._activeObject;e&&e._renderControls(t)},_toObject:function(t,e,i){var r=this._realizeGroupTransformOnObject(t),n=this.callSuper("_toObject",t,e,i);return this._unwindGroupTransformOnObject(t,r),n},_realizeGroupTransformOnObject:function(t){if(!t.group||"activeSelection"!==t.group.type||this._activeObject!==t.group)return null;var e={};return["angle","flipX","flipY","left","scaleX","scaleY","skewX","skewY","top"].forEach(function(i){e[i]=t[i]}),ec.util.addTransformToObject(t,this._activeObject.calcOwnMatrix()),e},_unwindGroupTransformOnObject:function(t,e){e&&t.set(e)},_setSVGObject:function(t,e,i){var r=this._realizeGroupTransformOnObject(e);this.callSuper("_setSVGObject",t,e,i),this._unwindGroupTransformOnObject(e,r)},setViewportTransform:function(t){this.renderOnAddRemove&&this._activeObject&&this._activeObject.isEditing&&this._activeObject.clearContextTop(),ec.StaticCanvas.prototype.setViewportTransform.call(this,t)}}),ec.StaticCanvas)"prototype"!==r&&(ec.Canvas[r]=ec.StaticCanvas[r])}(),function(){var t=ec.util.addListener,e=ec.util.removeListener,i={passive:!1};function r(t,e){return t.button&&t.button===e-1}ec.util.object.extend(ec.Canvas.prototype,{mainTouchId:null,_initEventListeners:function(){this.removeListeners(),this._bindEvents(),this.addOrRemove(t,"add")},_getEventPrefix:function(){return this.enablePointerEvents?"pointer":"mouse"},addOrRemove:function(t,e){var r=this.upperCanvasEl,n=this._getEventPrefix();t(ec.window,"resize",this._onResize),t(r,n+"down",this._onMouseDown),t(r,n+"move",this._onMouseMove,i),t(r,n+"out",this._onMouseOut),t(r,n+"enter",this._onMouseEnter),t(r,"wheel",this._onMouseWheel),t(r,"contextmenu",this._onContextMenu),t(r,"dblclick",this._onDoubleClick),t(r,"dragover",this._onDragOver),t(r,"dragenter",this._onDragEnter),t(r,"dragleave",this._onDragLeave),t(r,"drop",this._onDrop),this.enablePointerEvents||t(r,"touchstart",this._onTouchStart,i),"undefined"!=typeof eventjs&&e in eventjs&&(eventjs[e](r,"gesture",this._onGesture),eventjs[e](r,"drag",this._onDrag),eventjs[e](r,"orientation",this._onOrientationChange),eventjs[e](r,"shake",this._onShake),eventjs[e](r,"longpress",this._onLongPress))},removeListeners:function(){this.addOrRemove(e,"remove");var t=this._getEventPrefix();e(ec.document,t+"up",this._onMouseUp),e(ec.document,"touchend",this._onTouchEnd,i),e(ec.document,t+"move",this._onMouseMove,i),e(ec.document,"touchmove",this._onMouseMove,i)},_bindEvents:function(){this.eventsBound||(this._onMouseDown=this._onMouseDown.bind(this),this._onTouchStart=this._onTouchStart.bind(this),this._onMouseMove=this._onMouseMove.bind(this),this._onMouseUp=this._onMouseUp.bind(this),this._onTouchEnd=this._onTouchEnd.bind(this),this._onResize=this._onResize.bind(this),this._onGesture=this._onGesture.bind(this),this._onDrag=this._onDrag.bind(this),this._onShake=this._onShake.bind(this),this._onLongPress=this._onLongPress.bind(this),this._onOrientationChange=this._onOrientationChange.bind(this),this._onMouseWheel=this._onMouseWheel.bind(this),this._onMouseOut=this._onMouseOut.bind(this),this._onMouseEnter=this._onMouseEnter.bind(this),this._onContextMenu=this._onContextMenu.bind(this),this._onDoubleClick=this._onDoubleClick.bind(this),this._onDragOver=this._onDragOver.bind(this),this._onDragEnter=this._simpleEventHandler.bind(this,"dragenter"),this._onDragLeave=this._simpleEventHandler.bind(this,"dragleave"),this._onDrop=this._onDrop.bind(this),this.eventsBound=!0)},_onGesture:function(t,e){this.__onTransformGesture&&this.__onTransformGesture(t,e)},_onDrag:function(t,e){this.__onDrag&&this.__onDrag(t,e)},_onMouseWheel:function(t){this.__onMouseWheel(t)},_onMouseOut:function(t){var e=this._hoveredTarget;this.fire("mouse:out",{target:e,e:t}),this._hoveredTarget=null,e&&e.fire("mouseout",{e:t});var i=this;this._hoveredTargets.forEach(function(r){i.fire("mouse:out",{target:e,e:t}),r&&e.fire("mouseout",{e:t})}),this._hoveredTargets=[],this._iTextInstances&&this._iTextInstances.forEach(function(t){t.isEditing&&t.hiddenTextarea.focus()})},_onMouseEnter:function(t){this._currentTransform||this.findTarget(t)||(this.fire("mouse:over",{target:null,e:t}),this._hoveredTarget=null,this._hoveredTargets=[])},_onOrientationChange:function(t,e){this.__onOrientationChange&&this.__onOrientationChange(t,e)},_onShake:function(t,e){this.__onShake&&this.__onShake(t,e)},_onLongPress:function(t,e){this.__onLongPress&&this.__onLongPress(t,e)},_onDragOver:function(t){t.preventDefault();var e=this._simpleEventHandler("dragover",t);this._fireEnterLeaveEvents(e,t)},_onDrop:function(t){return this._simpleEventHandler("drop:before",t),this._simpleEventHandler("drop",t)},_onContextMenu:function(t){return this.stopContextMenu&&(t.stopPropagation(),t.preventDefault()),!1},_onDoubleClick:function(t){this._cacheTransformEventData(t),this._handleEvent(t,"dblclick"),this._resetTransformEventData(t)},getPointerId:function(t){var e=t.changedTouches;return e?e[0]&&e[0].identifier:this.enablePointerEvents?t.pointerId:-1},_isMainEvent:function(t){return!0===t.isPrimary||!1!==t.isPrimary&&("touchend"===t.type&&0===t.touches.length||!t.changedTouches||t.changedTouches[0].identifier===this.mainTouchId)},_onTouchStart:function(r){r.preventDefault(),null===this.mainTouchId&&(this.mainTouchId=this.getPointerId(r)),this.__onMouseDown(r),this._resetTransformEventData();var n=this.upperCanvasEl,o=this._getEventPrefix();t(ec.document,"touchend",this._onTouchEnd,i),t(ec.document,"touchmove",this._onMouseMove,i),e(n,o+"down",this._onMouseDown)},_onMouseDown:function(r){this.__onMouseDown(r),this._resetTransformEventData();var n=this.upperCanvasEl,o=this._getEventPrefix();e(n,o+"move",this._onMouseMove,i),t(ec.document,o+"up",this._onMouseUp),t(ec.document,o+"move",this._onMouseMove,i)},_onTouchEnd:function(r){if(!(r.touches.length>0)){this.__onMouseUp(r),this._resetTransformEventData(),this.mainTouchId=null;var n=this._getEventPrefix();e(ec.document,"touchend",this._onTouchEnd,i),e(ec.document,"touchmove",this._onMouseMove,i);var o=this;this._willAddMouseDown&&clearTimeout(this._willAddMouseDown),this._willAddMouseDown=setTimeout(function(){t(o.upperCanvasEl,n+"down",o._onMouseDown),o._willAddMouseDown=0},400)}},_onMouseUp:function(r){this.__onMouseUp(r),this._resetTransformEventData();var n=this.upperCanvasEl,o=this._getEventPrefix();this._isMainEvent(r)&&(e(ec.document,o+"up",this._onMouseUp),e(ec.document,o+"move",this._onMouseMove,i),t(n,o+"move",this._onMouseMove,i))},_onMouseMove:function(t){!this.allowTouchScrolling&&t.preventDefault&&t.preventDefault(),this.__onMouseMove(t)},_onResize:function(){this.calcOffset()},_shouldRender:function(t){var e=this._activeObject;return!!e!=!!t||!!e&&!!t&&e!==t||(e&&e.isEditing,!1)},__onMouseUp:function(t){var e,i,n,o=this._currentTransform,a=this._groupSelector,s=!1,l=!a||0===a.left&&0===a.top;if(this._cacheTransformEventData(t),n=this._target,this._handleEvent(t,"up:before"),r(t,3)){this.fireRightClick&&this._handleEvent(t,"up",3,l);return}if(r(t,2)){this.fireMiddleClick&&this._handleEvent(t,"up",2,l),this._resetTransformEventData();return}if(this.isDrawingMode&&this._isCurrentlyDrawing){this._onMouseUpInDrawingMode(t);return}if(this._isMainEvent(t)){if(o&&(this._finalizeCurrentTransform(t),s=o.actionPerformed),!l){var c=n===this._activeObject;this._maybeGroupObjects(t),s||(s=this._shouldRender(n)||!c&&n===this._activeObject)}if(n){if(e=n._findTargetCorner(this.getPointer(t,!0),ec.util.isTouchEvent(t)),n.selectable&&n!==this._activeObject&&"up"===n.activeOn)this.setActiveObject(n,t),s=!0;else{var h=n.controls[e],u=h&&h.getMouseUpHandler(t,n,h);u&&(i=this.getPointer(t),u(t,o,i.x,i.y))}n.isMoving=!1}if(o&&(o.target!==n||o.corner!==e)){var f=o.target&&o.target.controls[o.corner],d=f&&f.getMouseUpHandler(t,n,h);i=i||this.getPointer(t),d&&d(t,o,i.x,i.y)}this._setCursorFromEvent(t,n),this._handleEvent(t,"up",1,l),this._groupSelector=null,this._currentTransform=null,n&&(n.__corner=0),s?this.requestRenderAll():l||this.renderTop()}},_simpleEventHandler:function(t,e){var i=this.findTarget(e),r=this.targets,n={e:e,target:i,subTargets:r};if(this.fire(t,n),i&&i.fire(t,n),!r)return i;for(var o=0;o1&&(e=new ec.ActiveSelection(i.reverse(),{canvas:this}),this.setActiveObject(e,t))},_collectObjects:function(t){for(var e,i=[],r=this._groupSelector.ex,n=this._groupSelector.ey,o=r+this._groupSelector.left,a=n+this._groupSelector.top,s=new ec.Point(I(r,o),I(n,a)),l=new ec.Point(L(r,o),L(n,a)),c=!this.selectionFullyContained,h=r===o&&n===a,u=this._objects.length;u--&&!((e=this._objects[u])&&e.selectable&&e.visible&&(c&&e.intersectsWithRect(s,l,!0)||e.isContainedWithinRect(s,l,!0)||c&&e.containsPoint(s,null,!0)||c&&e.containsPoint(l,null,!0))&&(i.push(e),h)););return i.length>1&&(i=i.filter(function(e){return!e.onSelect({e:t})})),i},_maybeGroupObjects:function(t){this.selection&&this._groupSelector&&this._groupSelectedObjects(t),this.setCursor(this.defaultCursor),this._groupSelector=null}}),ec.util.object.extend(ec.StaticCanvas.prototype,{toDataURL:function(t){t||(t={});var e=t.format||"png",i=t.quality||1,r=(t.multiplier||1)*(t.enableRetinaScaling?this.getRetinaScaling():1),n=this.toCanvasElement(r,t);return ec.util.toDataURL(n,e,i)},toCanvasElement:function(t,e){t=t||1;var i=((e=e||{}).width||this.width)*t,r=(e.height||this.height)*t,n=this.getZoom(),o=this.width,a=this.height,s=n*t,l=this.viewportTransform,c=(l[4]-(e.left||0))*t,h=(l[5]-(e.top||0))*t,u=this.interactive,f=this.enableRetinaScaling,d=ec.util.createCanvasElement(),g=this.contextTop;return d.width=i,d.height=r,this.contextTop=null,this.enableRetinaScaling=!1,this.interactive=!1,this.viewportTransform=[s,0,0,s,c,h],this.width=i,this.height=r,this.calcViewportBoundaries(),this.renderCanvas(d.getContext("2d"),this._objects),this.viewportTransform=l,this.width=o,this.height=a,this.calcViewportBoundaries(),this.interactive=u,this.enableRetinaScaling=f,this.contextTop=g,d}}),ec.util.object.extend(ec.StaticCanvas.prototype,{loadFromJSON:function(t,e,i){if(t){var r="string"==typeof t?JSON.parse(t):ec.util.object.clone(t),n=this,o=r.clipPath,a=this.renderOnAddRemove;return this.renderOnAddRemove=!1,delete r.clipPath,this._enlivenObjects(r.objects,function(t){n.clear(),n._setBgOverlay(r,function(){o?n._enlivenObjects([o],function(i){n.clipPath=i[0],n.__setupCanvas.call(n,r,t,a,e)}):n.__setupCanvas.call(n,r,t,a,e)})},i),this}},__setupCanvas:function(t,e,i,r){var n=this;e.forEach(function(t,e){n.insertAt(t,e)}),this.renderOnAddRemove=i,delete t.objects,delete t.backgroundImage,delete t.overlayImage,delete t.background,delete t.overlay,this._setOptions(t),this.renderAll(),r&&r()},_setBgOverlay:function(t,e){var i={backgroundColor:!1,overlayColor:!1,backgroundImage:!1,overlayImage:!1};if(!t.backgroundImage&&!t.overlayImage&&!t.background&&!t.overlay){e&&e();return}var r=function(){i.backgroundImage&&i.overlayImage&&i.backgroundColor&&i.overlayColor&&e&&e()};this.__setBgOverlay("backgroundImage",t.backgroundImage,i,r),this.__setBgOverlay("overlayImage",t.overlayImage,i,r),this.__setBgOverlay("backgroundColor",t.background,i,r),this.__setBgOverlay("overlayColor",t.overlay,i,r)},__setBgOverlay:function(t,e,i,r){var n=this;if(!e){i[t]=!0,r&&r();return}"backgroundImage"===t||"overlayImage"===t?ec.util.enlivenObjects([e],function(e){n[t]=e[0],i[t]=!0,r&&r()}):this["set"+ec.util.string.capitalize(t,!0)](e,function(){i[t]=!0,r&&r()})},_enlivenObjects:function(t,e,i){if(!t||0===t.length){e&&e([]);return}ec.util.enlivenObjects(t,function(t){e&&e(t)},null,i)},_toDataURL:function(t,e){this.clone(function(i){e(i.toDataURL(t))})},_toDataURLWithMultiplier:function(t,e,i){this.clone(function(r){i(r.toDataURLWithMultiplier(t,e))})},clone:function(t,e){var i=JSON.stringify(this.toJSON(e));this.cloneWithoutData(function(e){e.loadFromJSON(i,function(){t&&t(e)})})},cloneWithoutData:function(t){var e=ec.util.createCanvasElement();e.width=this.width,e.height=this.height;var i=new ec.Canvas(e);this.backgroundImage?(i.setBackgroundImage(this.backgroundImage.src,function(){i.renderAll(),t&&t(i)}),i.backgroundImageOpacity=this.backgroundImageOpacity,i.backgroundImageStretch=this.backgroundImageStretch):t&&t(i)}}),o=(n=(r=e).fabric||(r.fabric={})).util.object.extend,a=n.util.object.clone,s=n.util.toFixed,l=n.util.string.capitalize,c=n.util.degreesToRadians,h=!n.isLikelyNode,n.Object||(n.Object=n.util.createClass(n.CommonMethods,{type:"object",originX:"left",originY:"top",top:0,left:0,width:0,height:0,scaleX:1,scaleY:1,flipX:!1,flipY:!1,opacity:1,angle:0,skewX:0,skewY:0,cornerSize:13,touchCornerSize:24,transparentCorners:!0,hoverCursor:null,moveCursor:null,padding:0,borderColor:"rgb(178,204,255)",borderDashArray:null,cornerColor:"rgb(178,204,255)",cornerStrokeColor:null,cornerStyle:"rect",cornerDashArray:null,centeredScaling:!1,centeredRotation:!0,fill:"rgb(0,0,0)",fillRule:"nonzero",globalCompositeOperation:"source-over",backgroundColor:"",selectionBackgroundColor:"",stroke:null,strokeWidth:1,strokeDashArray:null,strokeDashOffset:0,strokeLineCap:"butt",strokeLineJoin:"miter",strokeMiterLimit:4,shadow:null,borderOpacityWhenMoving:.4,borderScaleFactor:1,minScaleLimit:0,selectable:!0,evented:!0,visible:!0,hasControls:!0,hasBorders:!0,perPixelTargetFind:!1,includeDefaultValues:!0,lockMovementX:!1,lockMovementY:!1,lockRotation:!1,lockScalingX:!1,lockScalingY:!1,lockSkewingX:!1,lockSkewingY:!1,lockScalingFlip:!1,excludeFromExport:!1,objectCaching:h,statefullCache:!1,noScaleCache:!0,strokeUniform:!1,dirty:!0,__corner:0,paintFirst:"fill",activeOn:"down",stateProperties:"top left width height scaleX scaleY flipX flipY originX originY transformMatrix stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit angle opacity fill globalCompositeOperation shadow visible backgroundColor skewX skewY fillRule paintFirst clipPath strokeUniform".split(" "),cacheProperties:"fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath".split(" "),colorProperties:"fill stroke backgroundColor".split(" "),clipPath:void 0,inverted:!1,absolutePositioned:!1,initialize:function(t){t&&this.setOptions(t)},_createCacheCanvas:function(){this._cacheProperties={},this._cacheCanvas=n.util.createCanvasElement(),this._cacheContext=this._cacheCanvas.getContext("2d"),this._updateCacheCanvas(),this.dirty=!0},_limitCacheSize:function(t){var e=n.perfLimitSizeTotal,i=t.width,r=t.height,o=n.maxCacheSideLimit,a=n.minCacheSideLimit;if(i<=o&&r<=o&&i*r<=e)return ic&&(t.zoomX/=i/c,t.width=c,t.capped=!0),r>h&&(t.zoomY/=r/h,t.height=h,t.capped=!0),t},_getCacheCanvasDimensions:function(){var t=this.getTotalObjectScaling(),e=this._getTransformedDimensions(0,0),i=e.x*t.scaleX/this.scaleX,r=e.y*t.scaleY/this.scaleY;return{width:i+2,height:r+2,zoomX:t.scaleX,zoomY:t.scaleY,x:i,y:r}},_updateCacheCanvas:function(){var t=this.canvas;if(this.noScaleCache&&t&&t._currentTransform){var e=t._currentTransform.target,i=t._currentTransform.action;if(this===e&&i.slice&&"scale"===i.slice(0,5))return!1}var r,o,a=this._cacheCanvas,s=this._limitCacheSize(this._getCacheCanvasDimensions()),l=n.minCacheSideLimit,c=s.width,h=s.height,u=s.zoomX,f=s.zoomY,d=c!==this.cacheWidth||h!==this.cacheHeight,g=this.zoomX!==u||this.zoomY!==f,p=d||g,v=0,m=0,y=!1;if(d){var b=this._cacheCanvas.width,_=this._cacheCanvas.height,x=c>b||h>_;y=x||(c<.9*b||h<.9*_)&&b>l&&_>l,x&&!s.capped&&(c>l||h>l)&&(v=.1*c,m=.1*h)}return this instanceof n.Text&&this.path&&(p=!0,y=!0,v+=this.getHeightOfLine(0)*this.zoomX,m+=this.getHeightOfLine(0)*this.zoomY),!!p&&(y?(a.width=Math.ceil(c+v),a.height=Math.ceil(h+m)):(this._cacheContext.setTransform(1,0,0,1,0,0),this._cacheContext.clearRect(0,0,a.width,a.height)),r=s.x/2,o=s.y/2,this.cacheTranslationX=Math.round(a.width/2-r)+r,this.cacheTranslationY=Math.round(a.height/2-o)+o,this.cacheWidth=c,this.cacheHeight=h,this._cacheContext.translate(this.cacheTranslationX,this.cacheTranslationY),this._cacheContext.scale(u,f),this.zoomX=u,this.zoomY=f,!0)},setOptions:function(t){this._setOptions(t),this._initGradient(t.fill,"fill"),this._initGradient(t.stroke,"stroke"),this._initPattern(t.fill,"fill"),this._initPattern(t.stroke,"stroke")},transform:function(t){var e=this.group&&!this.group._transformDone||this.group&&this.canvas&&t===this.canvas.contextTop,i=this.calcTransformMatrix(!e);t.transform(i[0],i[1],i[2],i[3],i[4],i[5])},toObject:function(t){var e=n.Object.NUM_FRACTION_DIGITS,i={type:this.type,version:n.version,originX:this.originX,originY:this.originY,left:s(this.left,e),top:s(this.top,e),width:s(this.width,e),height:s(this.height,e),fill:this.fill&&this.fill.toObject?this.fill.toObject():this.fill,stroke:this.stroke&&this.stroke.toObject?this.stroke.toObject():this.stroke,strokeWidth:s(this.strokeWidth,e),strokeDashArray:this.strokeDashArray?this.strokeDashArray.concat():this.strokeDashArray,strokeLineCap:this.strokeLineCap,strokeDashOffset:this.strokeDashOffset,strokeLineJoin:this.strokeLineJoin,strokeUniform:this.strokeUniform,strokeMiterLimit:s(this.strokeMiterLimit,e),scaleX:s(this.scaleX,e),scaleY:s(this.scaleY,e),angle:s(this.angle,e),flipX:this.flipX,flipY:this.flipY,opacity:s(this.opacity,e),shadow:this.shadow&&this.shadow.toObject?this.shadow.toObject():this.shadow,visible:this.visible,backgroundColor:this.backgroundColor,fillRule:this.fillRule,paintFirst:this.paintFirst,globalCompositeOperation:this.globalCompositeOperation,skewX:s(this.skewX,e),skewY:s(this.skewY,e)};return this.clipPath&&!this.clipPath.excludeFromExport&&(i.clipPath=this.clipPath.toObject(t),i.clipPath.inverted=this.clipPath.inverted,i.clipPath.absolutePositioned=this.clipPath.absolutePositioned),n.util.populateWithProperties(this,i,t),this.includeDefaultValues||(i=this._removeDefaultValues(i)),i},toDatalessObject:function(t){return this.toObject(t)},_removeDefaultValues:function(t){var e=n.util.getKlass(t.type).prototype;return e.stateProperties.forEach(function(i){"left"!==i&&"top"!==i&&(t[i]===e[i]&&delete t[i],Array.isArray(t[i])&&Array.isArray(e[i])&&0===t[i].length&&0===e[i].length&&delete t[i])}),t},toString:function(){return"#"},getObjectScaling:function(){if(!this.group)return{scaleX:this.scaleX,scaleY:this.scaleY};var t=n.util.qrDecompose(this.calcTransformMatrix());return{scaleX:Math.abs(t.scaleX),scaleY:Math.abs(t.scaleY)}},getTotalObjectScaling:function(){var t=this.getObjectScaling(),e=t.scaleX,i=t.scaleY;if(this.canvas){var r=this.canvas.getZoom(),n=this.canvas.getRetinaScaling();e*=r*n,i*=r*n}return{scaleX:e,scaleY:i}},getObjectOpacity:function(){var t=this.opacity;return this.group&&(t*=this.group.getObjectOpacity()),t},_set:function(t,e){var i=this[t]!==e,r=!1;return("scaleX"===t||"scaleY"===t)&&(e=this._constrainScale(e)),"scaleX"===t&&e<0?(this.flipX=!this.flipX,e*=-1):"scaleY"===t&&e<0?(this.flipY=!this.flipY,e*=-1):"shadow"!==t||!e||e instanceof n.Shadow?"dirty"===t&&this.group&&this.group.set("dirty",e):e=new n.Shadow(e),this[t]=e,i&&(r=this.group&&this.group.isOnACache(),this.cacheProperties.indexOf(t)>-1?(this.dirty=!0,r&&this.group.set("dirty",!0)):r&&this.stateProperties.indexOf(t)>-1&&this.group.set("dirty",!0)),this},setOnGroup:function(){},getViewportTransform:function(){return this.canvas&&this.canvas.viewportTransform?this.canvas.viewportTransform:n.iMatrix.concat()},isNotVisible:function(){return 0===this.opacity||!this.width&&!this.height&&0===this.strokeWidth||!this.visible},render:function(t){!this.isNotVisible()&&(!this.canvas||!this.canvas.skipOffscreen||this.group||this.isOnScreen())&&(t.save(),this._setupCompositeOperation(t),this.drawSelectionBackground(t),this.transform(t),this._setOpacity(t),this._setShadow(t,this),this.shouldCache()?(this.renderCache(),this.drawCacheOnCanvas(t)):(this._removeCacheCanvas(),this.dirty=!1,this.drawObject(t),this.objectCaching&&this.statefullCache&&this.saveState({propertySet:"cacheProperties"})),t.restore())},renderCache:function(t){t=t||{},this._cacheCanvas&&this._cacheContext||this._createCacheCanvas(),this.isCacheDirty()&&(this.statefullCache&&this.saveState({propertySet:"cacheProperties"}),this.drawObject(this._cacheContext,t.forClipping),this.dirty=!1)},_removeCacheCanvas:function(){this._cacheCanvas=null,this._cacheContext=null,this.cacheWidth=0,this.cacheHeight=0},hasStroke:function(){return this.stroke&&"transparent"!==this.stroke&&0!==this.strokeWidth},hasFill:function(){return this.fill&&"transparent"!==this.fill},needsItsOwnCache:function(){return!!("stroke"===this.paintFirst&&this.hasFill()&&this.hasStroke())&&"object"==typeof this.shadow||!!this.clipPath},shouldCache:function(){return this.ownCaching=this.needsItsOwnCache()||this.objectCaching&&(!this.group||!this.group.isOnACache()),this.ownCaching},willDrawShadow:function(){return!!this.shadow&&(0!==this.shadow.offsetX||0!==this.shadow.offsetY)},drawClipPathOnCache:function(t,e){if(t.save(),e.inverted?t.globalCompositeOperation="destination-out":t.globalCompositeOperation="destination-in",e.absolutePositioned){var i=n.util.invertTransform(this.calcTransformMatrix());t.transform(i[0],i[1],i[2],i[3],i[4],i[5])}e.transform(t),t.scale(1/e.zoomX,1/e.zoomY),t.drawImage(e._cacheCanvas,-e.cacheTranslationX,-e.cacheTranslationY),t.restore()},drawObject:function(t,e){var i=this.fill,r=this.stroke;e?(this.fill="black",this.stroke="",this._setClippingProperties(t)):this._renderBackground(t),this._render(t),this._drawClipPath(t,this.clipPath),this.fill=i,this.stroke=r},_drawClipPath:function(t,e){e&&(e.canvas=this.canvas,e.shouldCache(),e._transformDone=!0,e.renderCache({forClipping:!0}),this.drawClipPathOnCache(t,e))},drawCacheOnCanvas:function(t){t.scale(1/this.zoomX,1/this.zoomY),t.drawImage(this._cacheCanvas,-this.cacheTranslationX,-this.cacheTranslationY)},isCacheDirty:function(t){if(this.isNotVisible())return!1;if(this._cacheCanvas&&this._cacheContext&&!t&&this._updateCacheCanvas())return!0;if(this.dirty||this.clipPath&&this.clipPath.absolutePositioned||this.statefullCache&&this.hasStateChanged("cacheProperties")){if(this._cacheCanvas&&this._cacheContext&&!t){var e=this.cacheWidth/this.zoomX,i=this.cacheHeight/this.zoomY;this._cacheContext.clearRect(-e/2,-i/2,e,i)}return!0}return!1},_renderBackground:function(t){if(this.backgroundColor){var e=this._getNonTransformedDimensions();t.fillStyle=this.backgroundColor,t.fillRect(-e.x/2,-e.y/2,e.x,e.y),this._removeShadow(t)}},_setOpacity:function(t){this.group&&!this.group._transformDone?t.globalAlpha=this.getObjectOpacity():t.globalAlpha*=this.opacity},_setStrokeStyles:function(t,e){var i=e.stroke;i&&(t.lineWidth=e.strokeWidth,t.lineCap=e.strokeLineCap,t.lineDashOffset=e.strokeDashOffset,t.lineJoin=e.strokeLineJoin,t.miterLimit=e.strokeMiterLimit,i.toLive?"percentage"===i.gradientUnits||i.gradientTransform||i.patternTransform?this._applyPatternForTransformedGradient(t,i):(t.strokeStyle=i.toLive(t,this),this._applyPatternGradientTransform(t,i)):t.strokeStyle=e.stroke)},_setFillStyles:function(t,e){var i=e.fill;i&&(i.toLive?(t.fillStyle=i.toLive(t,this),this._applyPatternGradientTransform(t,e.fill)):t.fillStyle=i)},_setClippingProperties:function(t){t.globalAlpha=1,t.strokeStyle="transparent",t.fillStyle="#000000"},_setLineDash:function(t,e){e&&0!==e.length&&(1&e.length&&e.push.apply(e,e),t.setLineDash(e))},_renderControls:function(t,e){var i,r,o,a=this.getViewportTransform(),s=this.calcTransformMatrix();r=void 0!==(e=e||{}).hasBorders?e.hasBorders:this.hasBorders,o=void 0!==e.hasControls?e.hasControls:this.hasControls,s=n.util.multiplyTransformMatrices(a,s),i=n.util.qrDecompose(s),t.save(),t.translate(i.translateX,i.translateY),t.lineWidth=1*this.borderScaleFactor,this.group||(t.globalAlpha=this.isMoving?this.borderOpacityWhenMoving:1),this.flipX&&(i.angle-=180),t.rotate(c(this.group?i.angle:this.angle)),e.forActiveSelection||this.group?r&&this.drawBordersInGroup(t,i,e):r&&this.drawBorders(t,e),o&&this.drawControls(t,e),t.restore()},_setShadow:function(t){if(this.shadow){var e,i=this.shadow,r=this.canvas,o=r&&r.viewportTransform[0]||1,a=r&&r.viewportTransform[3]||1;e=i.nonScaling?{scaleX:1,scaleY:1}:this.getObjectScaling(),r&&r._isRetinaScaling()&&(o*=n.devicePixelRatio,a*=n.devicePixelRatio),t.shadowColor=i.color,t.shadowBlur=i.blur*n.browserShadowBlurConstant*(o+a)*(e.scaleX+e.scaleY)/4,t.shadowOffsetX=i.offsetX*o*e.scaleX,t.shadowOffsetY=i.offsetY*a*e.scaleY}},_removeShadow:function(t){this.shadow&&(t.shadowColor="",t.shadowBlur=t.shadowOffsetX=t.shadowOffsetY=0)},_applyPatternGradientTransform:function(t,e){if(!e||!e.toLive)return{offsetX:0,offsetY:0};var i=e.gradientTransform||e.patternTransform,r=-this.width/2+e.offsetX||0,n=-this.height/2+e.offsetY||0;return"percentage"===e.gradientUnits?t.transform(this.width,0,0,this.height,r,n):t.transform(1,0,0,1,r,n),i&&t.transform(i[0],i[1],i[2],i[3],i[4],i[5]),{offsetX:r,offsetY:n}},_renderPaintInOrder:function(t){"stroke"===this.paintFirst?(this._renderStroke(t),this._renderFill(t)):(this._renderFill(t),this._renderStroke(t))},_render:function(){},_renderFill:function(t){this.fill&&(t.save(),this._setFillStyles(t,this),"evenodd"===this.fillRule?t.fill("evenodd"):t.fill(),t.restore())},_renderStroke:function(t){if(this.stroke&&0!==this.strokeWidth){if(this.shadow&&!this.shadow.affectStroke&&this._removeShadow(t),t.save(),this.strokeUniform&&this.group){var e=this.getObjectScaling();t.scale(1/e.scaleX,1/e.scaleY)}else this.strokeUniform&&t.scale(1/this.scaleX,1/this.scaleY);this._setLineDash(t,this.strokeDashArray),this._setStrokeStyles(t,this),t.stroke(),t.restore()}},_applyPatternForTransformedGradient:function(t,e){var i,r=this._limitCacheSize(this._getCacheCanvasDimensions()),o=n.util.createCanvasElement(),a=this.canvas.getRetinaScaling(),s=r.x/this.scaleX/a,l=r.y/this.scaleY/a;o.width=s,o.height=l,(i=o.getContext("2d")).beginPath(),i.moveTo(0,0),i.lineTo(s,0),i.lineTo(s,l),i.lineTo(0,l),i.closePath(),i.translate(s/2,l/2),i.scale(r.zoomX/this.scaleX/a,r.zoomY/this.scaleY/a),this._applyPatternGradientTransform(i,e),i.fillStyle=e.toLive(t),i.fill(),t.translate(-this.width/2-this.strokeWidth/2,-this.height/2-this.strokeWidth/2),t.scale(a*this.scaleX/r.zoomX,a*this.scaleY/r.zoomY),t.strokeStyle=i.createPattern(o,"no-repeat")},_findCenterFromElement:function(){return{x:this.left+this.width/2,y:this.top+this.height/2}},_assignTransformMatrixProps:function(){if(this.transformMatrix){var t=n.util.qrDecompose(this.transformMatrix);this.flipX=!1,this.flipY=!1,this.set("scaleX",t.scaleX),this.set("scaleY",t.scaleY),this.angle=t.angle,this.skewX=t.skewX,this.skewY=0}},_removeTransformMatrix:function(t){var e=this._findCenterFromElement();this.transformMatrix&&(this._assignTransformMatrixProps(),e=n.util.transformPoint(e,this.transformMatrix)),this.transformMatrix=null,t&&(this.scaleX*=t.scaleX,this.scaleY*=t.scaleY,this.cropX=t.cropX,this.cropY=t.cropY,e.x+=t.offsetLeft,e.y+=t.offsetTop,this.width=t.width,this.height=t.height),this.setPositionByOrigin(e,"center","center")},clone:function(t,e){var i=this.toObject(e);this.constructor.fromObject?this.constructor.fromObject(i,t):n.Object._fromObject("Object",i,t)},cloneAsImage:function(t,e){var i=this.toCanvasElement(e);return t&&t(new n.Image(i)),this},toCanvasElement:function(t){t||(t={});var e=n.util,i=e.saveObjectTransform(this),r=this.group,o=this.shadow,a=Math.abs,s=(t.multiplier||1)*(t.enableRetinaScaling?n.devicePixelRatio:1);delete this.group,t.withoutTransform&&e.resetObjectTransform(this),t.withoutShadow&&(this.shadow=null);var l,c,h,u,f=n.util.createCanvasElement(),d=this.getBoundingRect(!0,!0),g=this.shadow,p={x:0,y:0};g&&(c=g.blur,l=g.nonScaling?{scaleX:1,scaleY:1}:this.getObjectScaling(),p.x=2*Math.round(a(g.offsetX)+c)*a(l.scaleX),p.y=2*Math.round(a(g.offsetY)+c)*a(l.scaleY)),h=d.width+p.x,u=d.height+p.y,f.width=Math.ceil(h),f.height=Math.ceil(u);var v=new n.StaticCanvas(f,{enableRetinaScaling:!1,renderOnAddRemove:!1,skipOffscreen:!1});"jpeg"===t.format&&(v.backgroundColor="#fff"),this.setPositionByOrigin(new n.Point(v.width/2,v.height/2),"center","center");var m=this.canvas;v.add(this);var y=v.toCanvasElement(s||1,t);return this.shadow=o,this.set("canvas",m),r&&(this.group=r),this.set(i).setCoords(),v._objects=[],v.dispose(),v=null,y},toDataURL:function(t){return t||(t={}),n.util.toDataURL(this.toCanvasElement(t),t.format||"png",t.quality||1)},isType:function(t){return arguments.length>1?Array.from(arguments).includes(this.type):this.type===t},complexity:function(){return 1},toJSON:function(t){return this.toObject(t)},rotate:function(t){var e=("center"!==this.originX||"center"!==this.originY)&&this.centeredRotation;return e&&this._setOriginToCenter(),this.set("angle",t),e&&this._resetOrigin(),this},centerH:function(){return this.canvas&&this.canvas.centerObjectH(this),this},viewportCenterH:function(){return this.canvas&&this.canvas.viewportCenterObjectH(this),this},centerV:function(){return this.canvas&&this.canvas.centerObjectV(this),this},viewportCenterV:function(){return this.canvas&&this.canvas.viewportCenterObjectV(this),this},center:function(){return this.canvas&&this.canvas.centerObject(this),this},viewportCenter:function(){return this.canvas&&this.canvas.viewportCenterObject(this),this},getLocalPointer:function(t,e){e=e||this.canvas.getPointer(t);var i=new n.Point(e.x,e.y),r=this._getLeftTopCoords();return this.angle&&(i=n.util.rotatePoint(i,r,c(-this.angle))),{x:i.x-r.x,y:i.y-r.y}},_setupCompositeOperation:function(t){this.globalCompositeOperation&&(t.globalCompositeOperation=this.globalCompositeOperation)},dispose:function(){n.runningAnimations&&n.runningAnimations.cancelByTarget(this)}}),n.util.createAccessors&&n.util.createAccessors(n.Object),o(n.Object.prototype,n.Observable),n.Object.NUM_FRACTION_DIGITS=2,n.Object.ENLIVEN_PROPS=["clipPath"],n.Object._fromObject=function(t,e,i,r){var o=n[t];e=a(e,!0),n.util.enlivenPatterns([e.fill,e.stroke],function(t){void 0!==t[0]&&(e.fill=t[0]),void 0!==t[1]&&(e.stroke=t[1]),n.util.enlivenObjectEnlivables(e,e,function(){var t=r?new o(e[r],e):new o(e);i&&i(t)})})},n.Object.__uid=0),R=ec.util.degreesToRadians,B={left:-.5,center:0,right:.5},X={top:-.5,center:0,bottom:.5},ec.util.object.extend(ec.Object.prototype,{translateToGivenOrigin:function(t,e,i,r,n){var o,a,s,l=t.x,c=t.y;return"string"==typeof e?e=B[e]:e-=.5,"string"==typeof r?r=B[r]:r-=.5,o=r-e,"string"==typeof i?i=X[i]:i-=.5,"string"==typeof n?n=X[n]:n-=.5,a=n-i,(o||a)&&(s=this._getTransformedDimensions(),l=t.x+o*s.x,c=t.y+a*s.y),new ec.Point(l,c)},translateToCenterPoint:function(t,e,i){var r=this.translateToGivenOrigin(t,e,i,"center","center");return this.angle?ec.util.rotatePoint(r,t,R(this.angle)):r},translateToOriginPoint:function(t,e,i){var r=this.translateToGivenOrigin(t,"center","center",e,i);return this.angle?ec.util.rotatePoint(r,t,R(this.angle)):r},getCenterPoint:function(){var t=new ec.Point(this.left,this.top);return this.translateToCenterPoint(t,this.originX,this.originY)},getPointByOrigin:function(t,e){var i=this.getCenterPoint();return this.translateToOriginPoint(i,t,e)},toLocalPoint:function(t,e,i){var r,n,o=this.getCenterPoint();return r=void 0!==e&&void 0!==i?this.translateToGivenOrigin(o,"center","center",e,i):new ec.Point(this.left,this.top),n=new ec.Point(t.x,t.y),this.angle&&(n=ec.util.rotatePoint(n,o,-R(this.angle))),n.subtractEquals(r)},setPositionByOrigin:function(t,e,i){var r=this.translateToCenterPoint(t,e,i),n=this.translateToOriginPoint(r,this.originX,this.originY);this.set("left",n.x),this.set("top",n.y)},adjustPosition:function(t){var e,i,r=R(this.angle),n=this.getScaledWidth(),o=ec.util.cos(r)*n,a=ec.util.sin(r)*n;e="string"==typeof this.originX?B[this.originX]:this.originX-.5,i="string"==typeof t?B[t]:t-.5,this.left+=o*(i-e),this.top+=a*(i-e),this.setCoords(),this.originX=t},_setOriginToCenter:function(){this._originalOriginX=this.originX,this._originalOriginY=this.originY;var t=this.getCenterPoint();this.originX="center",this.originY="center",this.left=t.x,this.top=t.y},_resetOrigin:function(){var t=this.translateToOriginPoint(this.getCenterPoint(),this._originalOriginX,this._originalOriginY);this.originX=this._originalOriginX,this.originY=this._originalOriginY,this.left=t.x,this.top=t.y,this._originalOriginX=null,this._originalOriginY=null},_getLeftTopCoords:function(){return this.translateToOriginPoint(this.getCenterPoint(),"left","top")}}),z=(Y=ec.util).degreesToRadians,W=Y.multiplyTransformMatrices,H=Y.transformPoint,Y.object.extend(ec.Object.prototype,{oCoords:null,aCoords:null,lineCoords:null,ownMatrixCache:null,matrixCache:null,controls:{},_getCoords:function(t,e){return e?t?this.calcACoords():this.calcLineCoords():(this.aCoords&&this.lineCoords||this.setCoords(!0),t?this.aCoords:this.lineCoords)},getCoords:function(t,e){var i;return i=this._getCoords(t,e),[new ec.Point(i.tl.x,i.tl.y),new ec.Point(i.tr.x,i.tr.y),new ec.Point(i.br.x,i.br.y),new ec.Point(i.bl.x,i.bl.y)]},intersectsWithRect:function(t,e,i,r){var n=this.getCoords(i,r);return"Intersection"===ec.Intersection.intersectPolygonRectangle(n,t,e).status},intersectsWithObject:function(t,e,i){return"Intersection"===ec.Intersection.intersectPolygonPolygon(this.getCoords(e,i),t.getCoords(e,i)).status||t.isContainedWithinObject(this,e,i)||this.isContainedWithinObject(t,e,i)},isContainedWithinObject:function(t,e,i){for(var r=this.getCoords(e,i),n=e?t.aCoords:t.lineCoords,o=0,a=t._getImageLines(n);o<4;o++)if(!t.containsPoint(r[o],a))return!1;return!0},isContainedWithinRect:function(t,e,i,r){var n=this.getBoundingRect(i,r);return n.left>=t.x&&n.left+n.width<=e.x&&n.top>=t.y&&n.top+n.height<=e.y},containsPoint:function(t,e,i,r){var n=this._getCoords(i,r),e=e||this._getImageLines(n),o=this._findCrossPoints(t,e);return 0!==o&&o%2==1},isOnScreen:function(t){if(!this.canvas)return!1;var e=this.canvas.vptCoords.tl,i=this.canvas.vptCoords.br;return!!(this.getCoords(!0,t).some(function(t){return t.x<=i.x&&t.x>=e.x&&t.y<=i.y&&t.y>=e.y})||this.intersectsWithRect(e,i,!0,t))||this._containsCenterOfCanvas(e,i,t)},_containsCenterOfCanvas:function(t,e,i){var r={x:(t.x+e.x)/2,y:(t.y+e.y)/2};return!!this.containsPoint(r,null,!0,i)},isPartiallyOnScreen:function(t){if(!this.canvas)return!1;var e=this.canvas.vptCoords.tl,i=this.canvas.vptCoords.br;return!!this.intersectsWithRect(e,i,!0,t)||this.getCoords(!0,t).every(function(t){return(t.x>=i.x||t.x<=e.x)&&(t.y>=i.y||t.y<=e.y)})&&this._containsCenterOfCanvas(e,i,t)},_getImageLines:function(t){return{topline:{o:t.tl,d:t.tr},rightline:{o:t.tr,d:t.br},bottomline:{o:t.br,d:t.bl},leftline:{o:t.bl,d:t.tl}}},_findCrossPoints:function(t,e){var i,r,n,o=0;for(var a in e)if((!((n=e[a]).o.y=t.y)||!(n.d.y>=t.y))&&(n.o.x===n.d.x&&n.o.x>=t.x?r=n.o.x:(i=(n.d.y-n.o.y)/(n.d.x-n.o.x),r=-(t.y-0*t.x-(n.o.y-i*n.o.x))/(0-i)),r>=t.x&&(o+=1),2===o))break;return o},getBoundingRect:function(t,e){var i=this.getCoords(t,e);return Y.makeBoundingBoxFromPoints(i)},getScaledWidth:function(){return this._getTransformedDimensions().x},getScaledHeight:function(){return this._getTransformedDimensions().y},_constrainScale:function(t){return Math.abs(t)=0;l--)if(n=s[l],this.isControlVisible(n)&&(r=this._getImageLines(e?this.oCoords[n].touchCorner:this.oCoords[n].corner),0!==(i=this._findCrossPoints({x:o,y:a},r))&&i%2==1))return this.__corner=n,n;return!1},forEachControl:function(t){for(var e in this.controls)t(this.controls[e],e,this)},_setCornerCoords:function(){var t=this.oCoords;for(var e in t){var i=this.controls[e];t[e].corner=i.calcCornerCoords(this.angle,this.cornerSize,t[e].x,t[e].y,!1),t[e].touchCorner=i.calcCornerCoords(this.angle,this.touchCornerSize,t[e].x,t[e].y,!0)}},drawSelectionBackground:function(t){if(!this.selectionBackgroundColor||this.canvas&&!this.canvas.interactive||this.canvas&&this.canvas._activeObject!==this)return this;t.save();var e=this.getCenterPoint(),i=this._calculateCurrentDimensions(),r=this.canvas.viewportTransform;return t.translate(e.x,e.y),t.scale(1/r[0],1/r[3]),t.rotate(U(this.angle)),t.fillStyle=this.selectionBackgroundColor,t.fillRect(-i.x/2,-i.y/2,i.x,i.y),t.restore(),this},drawBorders:function(t,e){e=e||{};var i=this._calculateCurrentDimensions(),r=this.borderScaleFactor,n=i.x+r,o=i.y+r,a=void 0!==e.hasControls?e.hasControls:this.hasControls,s=!1;return t.save(),t.strokeStyle=e.borderColor||this.borderColor,this._setLineDash(t,e.borderDashArray||this.borderDashArray),t.strokeRect(-n/2,-o/2,n,o),a&&(t.beginPath(),this.forEachControl(function(e,i,r){e.withConnection&&e.getVisibility(r,i)&&(s=!0,t.moveTo(e.x*n,e.y*o),t.lineTo(e.x*n+e.offsetX,e.y*o+e.offsetY))}),s&&t.stroke()),t.restore(),this},drawBordersInGroup:function(t,e,i){i=i||{};var r=ec.util.sizeAfterTransform(this.width,this.height,e),n=this.strokeWidth,o=this.strokeUniform,a=this.borderScaleFactor,s=r.x+n*(o?this.canvas.getZoom():e.scaleX)+a,l=r.y+n*(o?this.canvas.getZoom():e.scaleY)+a;return t.save(),this._setLineDash(t,i.borderDashArray||this.borderDashArray),t.strokeStyle=i.borderColor||this.borderColor,t.strokeRect(-s/2,-l/2,s,l),t.restore(),this},drawControls:function(t,e){e=e||{},t.save();var i,r,n=this.canvas.getRetinaScaling();return t.setTransform(n,0,0,n,0,0),t.strokeStyle=t.fillStyle=e.cornerColor||this.cornerColor,this.transparentCorners||(t.strokeStyle=e.cornerStrokeColor||this.cornerStrokeColor),this._setLineDash(t,e.cornerDashArray||this.cornerDashArray),this.setCoords(),this.group&&(i=this.group.calcTransformMatrix()),this.forEachControl(function(n,o,a){r=a.oCoords[o],n.getVisibility(a,o)&&(i&&(r=ec.util.transformPoint(r,i)),n.render(t,r.x,r.y,e,a))}),t.restore(),this},isControlVisible:function(t){return this.controls[t]&&this.controls[t].getVisibility(this,t)},setControlVisible:function(t,e){return this._controlsVisibility||(this._controlsVisibility={}),this._controlsVisibility[t]=e,this},setControlsVisibility:function(t){for(var e in t||(t={}),t)this.setControlVisible(e,t[e]);return this},onDeselect:function(){},onSelect:function(){}}),ec.util.object.extend(ec.StaticCanvas.prototype,{FX_DURATION:500,fxCenterObjectH:function(t,e){var i=function(){},r=(e=e||{}).onComplete||i,n=e.onChange||i,o=this;return ec.util.animate({target:this,startValue:t.left,endValue:this.getCenterPoint().x,duration:this.FX_DURATION,onChange:function(e){t.set("left",e),o.requestRenderAll(),n()},onComplete:function(){t.setCoords(),r()}})},fxCenterObjectV:function(t,e){var i=function(){},r=(e=e||{}).onComplete||i,n=e.onChange||i,o=this;return ec.util.animate({target:this,startValue:t.top,endValue:this.getCenterPoint().y,duration:this.FX_DURATION,onChange:function(e){t.set("top",e),o.requestRenderAll(),n()},onComplete:function(){t.setCoords(),r()}})},fxRemove:function(t,e){var i=function(){},r=(e=e||{}).onComplete||i,n=e.onChange||i,o=this;return ec.util.animate({target:this,startValue:t.opacity,endValue:0,duration:this.FX_DURATION,onChange:function(e){t.set("opacity",e),o.requestRenderAll(),n()},onComplete:function(){o.remove(t),r()}})}}),ec.util.object.extend(ec.Object.prototype,{animate:function(){if(!arguments[0]||"object"!=typeof arguments[0])return this._animate.apply(this,arguments);var t,e,i=[],r=[];for(t in arguments[0])i.push(t);for(var n=0,o=i.length;n-1||n&&o.colorProperties.indexOf(n[1])>-1,s=n?this.get(n[0])[n[1]]:this.get(t);"from"in i||(i.from=s),a||(e=~e.indexOf("=")?s+parseFloat(e.replace("=","")):parseFloat(e));var l={target:this,startValue:i.from,endValue:e,byValue:i.by,easing:i.easing,duration:i.duration,abort:i.abort&&function(t,e,r){return i.abort.call(o,t,e,r)},onChange:function(e,a,s){n?o[n[0]][n[1]]=e:o.set(t,e),!r&&i.onChange&&i.onChange(e,a,s)},onComplete:function(t,e,n){!r&&(o.setCoords(),i.onComplete&&i.onComplete(t,e,n))}};return a?ec.util.animateColor(l.startValue,l.endValue,l.duration,l):ec.util.animate(l)}}),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.util.object.extend,e.Rect){e.warn("fabric.Rect is already defined");return}e.Rect=e.util.createClass(e.Object,{stateProperties:e.Object.prototype.stateProperties.concat("rx","ry"),type:"rect",rx:0,ry:0,cacheProperties:e.Object.prototype.cacheProperties.concat("rx","ry"),initialize:function(t){this.callSuper("initialize",t),this._initRxRy()},_initRxRy:function(){this.rx&&!this.ry?this.ry=this.rx:this.ry&&!this.rx&&(this.rx=this.ry)},_render:function(t){var e=this.rx?Math.min(this.rx,this.width/2):0,i=this.ry?Math.min(this.ry,this.height/2):0,r=this.width,n=this.height,o=-this.width/2,a=-this.height/2,s=0!==e||0!==i;t.beginPath(),t.moveTo(o+e,a),t.lineTo(o+r-e,a),s&&t.bezierCurveTo(o+r-.4477152502*e,a,o+r,a+.4477152502*i,o+r,a+i),t.lineTo(o+r,a+n-i),s&&t.bezierCurveTo(o+r,a+n-.4477152502*i,o+r-.4477152502*e,a+n,o+r-e,a+n),t.lineTo(o+e,a+n),s&&t.bezierCurveTo(o+.4477152502*e,a+n,o,a+n-.4477152502*i,o,a+n-i),t.lineTo(o,a+i),s&&t.bezierCurveTo(o,a+.4477152502*i,o+.4477152502*e,a,o+e,a),t.closePath(),this._renderPaintInOrder(t)},toObject:function(t){return this.callSuper("toObject",["rx","ry"].concat(t))}}),e.Rect.fromObject=function(t,i){return e.Object._fromObject("Rect",t,i)}}(e),function(t){"use strict";var e=t.fabric||(t.fabric={}),i=e.util.object.extend,r=e.util.array.min,n=e.util.array.max,o=(e.util.toFixed,e.util.projectStrokeOnPoints);if(e.Polyline){e.warn("fabric.Polyline is already defined");return}e.Polyline=e.util.createClass(e.Object,{type:"polyline",points:null,exactBoundingBox:!1,cacheProperties:e.Object.prototype.cacheProperties.concat("points"),initialize:function(t,e){e=e||{},this.points=t||[],this.callSuper("initialize",e),this._setPositionDimensions(e)},_projectStrokeOnPoints:function(){return o(this.points,this,!0)},_setPositionDimensions:function(t){var e,i=this._calcDimensions(t),r=this.exactBoundingBox?this.strokeWidth:0;this.width=i.width-r,this.height=i.height-r,t.fromSVG||(e=this.translateToGivenOrigin({x:i.left-this.strokeWidth/2+r/2,y:i.top-this.strokeWidth/2+r/2},"left","top",this.originX,this.originY)),void 0===t.left&&(this.left=t.fromSVG?i.left:e.x),void 0===t.top&&(this.top=t.fromSVG?i.top:e.y),this.pathOffset={x:i.left+this.width/2+r/2,y:i.top+this.height/2+r/2}},_calcDimensions:function(){var t=this.exactBoundingBox?this._projectStrokeOnPoints():this.points,e=r(t,"x")||0,i=r(t,"y")||0;return{left:e,top:i,width:(n(t,"x")||0)-e,height:(n(t,"y")||0)-i}},toObject:function(t){return i(this.callSuper("toObject",t),{points:this.points.concat()})},commonRender:function(t){var e,i=this.points.length,r=this.pathOffset.x,n=this.pathOffset.y;if(!i||isNaN(this.points[i-1].y))return!1;t.beginPath(),t.moveTo(this.points[0].x-r,this.points[0].y-n);for(var o=0;o"},toObject:function(t){return n(this.callSuper("toObject",t),{path:this.path.map(function(t){return t.slice()})})},toDatalessObject:function(t){var e=this.toObject(["sourcePath"].concat(t));return e.sourcePath&&delete e.path,e},complexity:function(){return this.path.length},_calcDimensions:function(){for(var t,n,o=[],a=[],s=0,l=0,c=0,h=0,u=0,f=this.path.length;u"},addWithUpdate:function(t){var e=!!this.group;return this._restoreObjectsState(),f.util.resetObjectTransform(this),t&&(e&&f.util.removeTransformFromObject(t,this.group.calcTransformMatrix()),this._objects.push(t),t.group=this,t._set("canvas",this.canvas)),this._calcBounds(),this._updateObjectsCoords(),this.dirty=!0,e?this.group.addWithUpdate():this.setCoords(),this},removeWithUpdate:function(t){return this._restoreObjectsState(),f.util.resetObjectTransform(this),this.remove(t),this._calcBounds(),this._updateObjectsCoords(),this.setCoords(),this.dirty=!0,this},_onObjectAdded:function(t){this.dirty=!0,t.group=this,t._set("canvas",this.canvas)},_onObjectRemoved:function(t){this.dirty=!0,delete t.group},_set:function(t,e){var i=this._objects.length;if(this.useSetOnGroup)for(;i--;)this._objects[i].setOnGroup(t,e);if("canvas"===t)for(;i--;)this._objects[i]._set(t,e);f.Object.prototype._set.call(this,t,e)},toObject:function(t){var e=this.includeDefaultValues,i=this._objects.filter(function(t){return!t.excludeFromExport}).map(function(i){var r=i.includeDefaultValues;i.includeDefaultValues=e;var n=i.toObject(t);return i.includeDefaultValues=r,n}),r=f.Object.prototype.toObject.call(this,t);return r.objects=i,r},toDatalessObject:function(t){var e,i=this.sourcePath;if(i)e=i;else{var r=this.includeDefaultValues;e=this._objects.map(function(e){var i=e.includeDefaultValues;e.includeDefaultValues=r;var n=e.toDatalessObject(t);return e.includeDefaultValues=i,n})}var n=f.Object.prototype.toDatalessObject.call(this,t);return n.objects=e,n},render:function(t){this._transformDone=!0,this.callSuper("render",t),this._transformDone=!1},shouldCache:function(){var t=f.Object.prototype.shouldCache.call(this);if(t){for(var e=0,i=this._objects.length;e"},shouldCache:function(){return!1},isOnACache:function(){return!1},_renderControls:function(t,e,i){t.save(),t.globalAlpha=this.isMoving?this.borderOpacityWhenMoving:1,this.callSuper("_renderControls",t,e),void 0===(i=i||{}).hasControls&&(i.hasControls=!1),i.forActiveSelection=!0;for(var r=0,n=this._objects.length;r'},applyResizeFilters:function(){var t=this.resizeFilter,e=this.minimumScaleTrigger,i=this.getTotalObjectScaling(),r=i.scaleX,n=i.scaleY,o=this._filteredEl||this._originalElement;if(this.group&&this.set("dirty",!0),!t||r>e&&n>e){this._element=o,this._filterScalingX=1,this._filterScalingY=1,this._lastScaleX=r,this._lastScaleY=n;return}ec.filterBackend||(ec.filterBackend=ec.initFilterBackend());var a=ec.util.createCanvasElement(),s=this._filteredEl?this.cacheKey+"_filtered":this.cacheKey,l=o.width,c=o.height;a.width=l,a.height=c,this._element=a,this._lastScaleX=t.scaleX=r,this._lastScaleY=t.scaleY=n,ec.filterBackend.applyFilters([t],o,l,c,this._element,s),this._filterScalingX=a.width/this._originalElement.width,this._filterScalingY=a.height/this._originalElement.height},applyFilters:function(t){if(t=(t=t||this.filters||[]).filter(function(t){return t&&!t.isNeutralState()}),this.set("dirty",!0),this.removeTexture(this.cacheKey+"_filtered"),0===t.length)return this._element=this._originalElement,this._filteredEl=null,this._filterScalingX=1,this._filterScalingY=1,this;var e=this._originalElement,i=e.naturalWidth||e.width,r=e.naturalHeight||e.height;if(this._element===this._originalElement){var n=ec.util.createCanvasElement();n.width=i,n.height=r,this._element=n,this._filteredEl=n}else this._element=this._filteredEl,this._filteredEl.getContext("2d").clearRect(0,0,i,r),this._lastScaleX=1,this._lastScaleY=1;return ec.filterBackend||(ec.filterBackend=ec.initFilterBackend()),ec.filterBackend.applyFilters(t,this._originalElement,i,r,this._element,this.cacheKey),(this._originalElement.width!==this._element.width||this._originalElement.height!==this._element.height)&&(this._filterScalingX=this._element.width/this._originalElement.width,this._filterScalingY=this._element.height/this._originalElement.height),this},_render:function(t){ec.util.setImageSmoothing(t,this.imageSmoothing),!0!==this.isMoving&&this.resizeFilter&&this._needsResize()&&this.applyResizeFilters(),this._stroke(t),this._renderPaintInOrder(t)},drawCacheOnCanvas:function(t){ec.util.setImageSmoothing(t,this.imageSmoothing),ec.Object.prototype.drawCacheOnCanvas.call(this,t)},shouldCache:function(){return this.needsItsOwnCache()},_renderFill:function(t){var e=this._element;if(e){var i=this._filterScalingX,r=this._filterScalingY,n=this.width,o=this.height,a=Math.min,s=Math.max,l=s(this.cropX,0),c=s(this.cropY,0),h=e.naturalWidth||e.width,u=e.naturalHeight||e.height,f=l*i,d=c*r,g=a(n*i,h-f),p=a(o*r,u-d),v=a(n,h/i-l),m=a(o,u/r-c);e&&t.drawImage(e,f,d,g,p,-n/2,-o/2,v,m)}},_needsResize:function(){var t=this.getTotalObjectScaling();return t.scaleX!==this._lastScaleX||t.scaleY!==this._lastScaleY},_resetWidthHeight:function(){this.set(this.getOriginalSize())},_initElement:function(t,e){this.setElement(ec.util.getById(t),e),ec.util.addClass(this.getElement(),ec.Image.CSS_CANVAS)},_initConfig:function(t){t||(t={}),this.setOptions(t),this._setWidthHeight(t)},_initFilters:function(t,e){t&&t.length?ec.util.enlivenObjects(t,function(t){e&&e(t)},"fabric.Image.filters"):e&&e()},_setWidthHeight:function(t){t||(t={});var e=this.getElement();this.width=t.width||e.naturalWidth||e.width||0,this.height=t.height||e.naturalHeight||e.height||0},parsePreserveAspectRatioAttribute:function(){var t,e=ec.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio||""),i=this._element.width,r=this._element.height,n=1,o=1,a=0,s=0,l=0,c=0,h=this.width,u=this.height,f={width:h,height:u};return e&&("none"!==e.alignX||"none"!==e.alignY)?("meet"===e.meetOrSlice&&(n=o=ec.util.findScaleToFit(this._element,f),t=(h-i*n)/2,"Min"===e.alignX&&(a=-t),"Max"===e.alignX&&(a=t),t=(u-r*o)/2,"Min"===e.alignY&&(s=-t),"Max"===e.alignY&&(s=t)),"slice"===e.meetOrSlice&&(n=o=ec.util.findScaleToCover(this._element,f),t=i-h/n,"Mid"===e.alignX&&(l=t/2),"Max"===e.alignX&&(l=t),t=r-u/o,"Mid"===e.alignY&&(c=t/2),"Max"===e.alignY&&(c=t),i=h/n,r=u/o)):(n=h/i,o=u/r),{width:i,height:r,scaleX:n,scaleY:o,offsetLeft:a,offsetTop:s,cropX:l,cropY:c}}}),ec.Image.CSS_CANVAS="canvas-img",ec.Image.prototype.getSvgSrc=ec.Image.prototype.getSrc,ec.Image.fromObject=function(t,e){var i=ec.util.object.clone(t);ec.util.loadImage(i.src,function(t,r){if(r){e&&e(null,!0);return}ec.Image.prototype._initFilters.call(i,i.filters,function(r){i.filters=r||[],ec.Image.prototype._initFilters.call(i,[i.resizeFilter],function(r){i.resizeFilter=r[0],ec.util.enlivenObjectEnlivables(i,i,function(){e(new ec.Image(t,i),!1)})})})},null,i.crossOrigin)},ec.Image.fromURL=function(t,e,i){ec.util.loadImage(t,function(t,r){e&&e(new ec.Image(t,i),r)},null,i&&i.crossOrigin)}}(e),function(){"use strict";function t(t){t&&t.tileSize&&(this.tileSize=t.tileSize),this.setupGLContext(this.tileSize,this.tileSize),this.captureGPUInfo()}ec.isWebglSupported=function(t){if(ec.isLikelyNode)return!1;t=t||ec.WebglFilterBackend.prototype.tileSize;var e=document.createElement("canvas"),i=e.getContext("webgl")||e.getContext("experimental-webgl"),r=!1;if(i){ec.maxTextureSize=i.getParameter(i.MAX_TEXTURE_SIZE),r=ec.maxTextureSize>=t;for(var n=["highp","mediump","lowp"],o=0;o<3;o++)if(function(t,e){var i=t.createShader(t.FRAGMENT_SHADER);return t.shaderSource(i,"precision "+e+" float;\nvoid main(){}"),t.compileShader(i),!!t.getShaderParameter(i,t.COMPILE_STATUS)}(i,n[o])){ec.webGlPrecision=n[o];break}}return this.isSupported=r,r},ec.WebglFilterBackend=t,t.prototype={tileSize:2048,resources:{},setupGLContext:function(t,e){this.dispose(),this.createWebGLCanvas(t,e),this.aPosition=new Float32Array([0,0,0,1,1,0,1,1]),this.chooseFastestCopyGLTo2DMethod(t,e)},chooseFastestCopyGLTo2DMethod:function(t,e){var i,r,n,o=void 0!==window.performance;try{new ImageData(1,1),n=!0}catch(a){n=!1}var s="undefined"!=typeof ArrayBuffer,l="undefined"!=typeof Uint8ClampedArray;if(o&&n&&s&&l){var c=ec.util.createCanvasElement(),h=new ArrayBuffer(t*e*4);if(ec.forceGLPutImageData){this.imageBuffer=h,this.copyGLTo2D=ef;return}var u={imageBuffer:h,destinationWidth:t,destinationHeight:e,targetCanvas:c};c.width=t,c.height=e,i=window.performance.now(),eu.call(u,this.gl,u),r=window.performance.now()-i,i=window.performance.now(),ef.call(u,this.gl,u),r>window.performance.now()-i?(this.imageBuffer=h,this.copyGLTo2D=ef):this.copyGLTo2D=eu}},createWebGLCanvas:function(t,e){var i=ec.util.createCanvasElement();i.width=t,i.height=e;var r={alpha:!0,premultipliedAlpha:!1,depth:!1,stencil:!1,antialias:!1},n=i.getContext("webgl",r);n||(n=i.getContext("experimental-webgl",r)),n&&(n.clearColor(0,0,0,0),this.canvas=i,this.gl=n)},applyFilters:function(t,e,i,r,n,o){var a,s,l,c,h,u,f=this.gl;o&&(u=this.getCachedTexture(o,e));var d={originalWidth:e.width||e.originalWidth,originalHeight:e.height||e.originalHeight,sourceWidth:i,sourceHeight:r,destinationWidth:i,destinationHeight:r,context:f,sourceTexture:this.createTexture(f,i,r,!u&&e),targetTexture:this.createTexture(f,i,r),originalTexture:u||this.createTexture(f,i,r,!u&&e),passes:t.length,webgl:!0,aPosition:this.aPosition,programCache:this.programCache,pass:0,filterBackend:this,targetCanvas:n},g=f.createFramebuffer();return f.bindFramebuffer(f.FRAMEBUFFER,g),t.forEach(function(t){t&&t.applyTo(d)}),s=(a=d.targetCanvas).width,l=a.height,c=d.destinationWidth,h=d.destinationHeight,(s!==c||l!==h)&&(a.width=c,a.height=h),this.copyGLTo2D(f,d),f.bindTexture(f.TEXTURE_2D,null),f.deleteTexture(d.sourceTexture),f.deleteTexture(d.targetTexture),f.deleteFramebuffer(g),n.getContext("2d").setTransform(1,0,0,1,0,0),d},dispose:function(){this.canvas&&(this.canvas=null,this.gl=null),this.clearWebGLCaches()},clearWebGLCaches:function(){this.programCache={},this.textureCache={}},createTexture:function(t,e,i,r){var n=t.createTexture();return t.bindTexture(t.TEXTURE_2D,n),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE),r?t.texImage2D(t.TEXTURE_2D,0,t.RGBA,t.RGBA,t.UNSIGNED_BYTE,r):t.texImage2D(t.TEXTURE_2D,0,t.RGBA,e,i,0,t.RGBA,t.UNSIGNED_BYTE,null),n},getCachedTexture:function(t,e){if(this.textureCache[t])return this.textureCache[t];var i=this.createTexture(this.gl,e.width,e.height,e);return this.textureCache[t]=i,i},evictCachesForKey:function(t){this.textureCache[t]&&(this.gl.deleteTexture(this.textureCache[t]),delete this.textureCache[t])},copyGLTo2D:eu,captureGPUInfo:function(){if(this.gpuInfo)return this.gpuInfo;var t=this.gl,e={renderer:"",vendor:""};if(!t)return e;var i=t.getExtension("WEBGL_debug_renderer_info");if(i){var r=t.getParameter(i.UNMASKED_RENDERER_WEBGL),n=t.getParameter(i.UNMASKED_VENDOR_WEBGL);r&&(e.renderer=r.toLowerCase()),n&&(e.vendor=n.toLowerCase())}return this.gpuInfo=e,e}}}(),function(){"use strict";var t=function(){};function e(){}ec.Canvas2dFilterBackend=e,e.prototype={evictCachesForKey:t,dispose:t,clearWebGLCaches:t,resources:{},applyFilters:function(t,e,i,r,n){var o=n.getContext("2d");o.drawImage(e,0,0,i,r);var a=o.getImageData(0,0,i,r),s=o.getImageData(0,0,i,r),l={sourceWidth:i,sourceHeight:r,imageData:a,originalEl:e,originalImageData:s,canvasEl:n,ctx:o,filterBackend:this};return t.forEach(function(t){t.applyTo(l)}),(l.imageData.width!==i||l.imageData.height!==r)&&(n.width=l.imageData.width,n.height=l.imageData.height),o.putImageData(l.imageData,0,0),l}}}(),ec.Image=ec.Image||{},ec.Image.filters=ec.Image.filters||{},ec.Image.filters.BaseFilter=ec.util.createClass({type:"BaseFilter",vertexSource:"attribute vec2 aPosition;\nvarying vec2 vTexCoord;\nvoid main() {\nvTexCoord = aPosition;\ngl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\n}",fragmentSource:"precision highp float;\nvarying vec2 vTexCoord;\nuniform sampler2D uTexture;\nvoid main() {\ngl_FragColor = texture2D(uTexture, vTexCoord);\n}",initialize:function(t){t&&this.setOptions(t)},setOptions:function(t){for(var e in t)this[e]=t[e]},createProgram:function(t,e,i){e=e||this.fragmentSource,i=i||this.vertexSource,"highp"!==ec.webGlPrecision&&(e=e.replace(/precision highp float/g,"precision "+ec.webGlPrecision+" float"));var r=t.createShader(t.VERTEX_SHADER);if(t.shaderSource(r,i),t.compileShader(r),!t.getShaderParameter(r,t.COMPILE_STATUS))throw Error("Vertex shader compile error for "+this.type+": "+t.getShaderInfoLog(r));var n=t.createShader(t.FRAGMENT_SHADER);if(t.shaderSource(n,e),t.compileShader(n),!t.getShaderParameter(n,t.COMPILE_STATUS))throw Error("Fragment shader compile error for "+this.type+": "+t.getShaderInfoLog(n));var o=t.createProgram();if(t.attachShader(o,r),t.attachShader(o,n),t.linkProgram(o),!t.getProgramParameter(o,t.LINK_STATUS))throw Error('Shader link error for "${this.type}" '+t.getProgramInfoLog(o));var a=this.getAttributeLocations(t,o),s=this.getUniformLocations(t,o)||{};return s.uStepW=t.getUniformLocation(o,"uStepW"),s.uStepH=t.getUniformLocation(o,"uStepH"),{program:o,attributeLocations:a,uniformLocations:s}},getAttributeLocations:function(t,e){return{aPosition:t.getAttribLocation(e,"aPosition")}},getUniformLocations:function(){return{}},sendAttributeData:function(t,e,i){var r=e.aPosition,n=t.createBuffer();t.bindBuffer(t.ARRAY_BUFFER,n),t.enableVertexAttribArray(r),t.vertexAttribPointer(r,2,t.FLOAT,!1,0,0),t.bufferData(t.ARRAY_BUFFER,i,t.STATIC_DRAW)},_setupFrameBuffer:function(t){var e,i,r=t.context;t.passes>1?(e=t.destinationWidth,i=t.destinationHeight,(t.sourceWidth!==e||t.sourceHeight!==i)&&(r.deleteTexture(t.targetTexture),t.targetTexture=t.filterBackend.createTexture(r,e,i)),r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,r.TEXTURE_2D,t.targetTexture,0)):(r.bindFramebuffer(r.FRAMEBUFFER,null),r.finish())},_swapTextures:function(t){t.passes--,t.pass++;var e=t.targetTexture;t.targetTexture=t.sourceTexture,t.sourceTexture=e},isNeutralState:function(){var t=this.mainParameter,e=ec.Image.filters[this.type].prototype;if(!t)return!1;if(!Array.isArray(e[t]))return e[t]===this[t];for(var i=e[t].length;i--;)if(this[t][i]!==e[t][i])return!1;return!0},applyTo:function(t){t.webgl?(this._setupFrameBuffer(t),this.applyToWebGL(t),this._swapTextures(t)):this.applyTo2d(t)},retrieveShader:function(t){return t.programCache.hasOwnProperty(this.type)||(t.programCache[this.type]=this.createProgram(t.context)),t.programCache[this.type]},applyToWebGL:function(t){var e=t.context,i=this.retrieveShader(t);0===t.pass&&t.originalTexture?e.bindTexture(e.TEXTURE_2D,t.originalTexture):e.bindTexture(e.TEXTURE_2D,t.sourceTexture),e.useProgram(i.program),this.sendAttributeData(e,i.attributeLocations,t.aPosition),e.uniform1f(i.uniformLocations.uStepW,1/t.sourceWidth),e.uniform1f(i.uniformLocations.uStepH,1/t.sourceHeight),this.sendUniformData(e,i.uniformLocations),e.viewport(0,0,t.destinationWidth,t.destinationHeight),e.drawArrays(e.TRIANGLE_STRIP,0,4)},bindAdditionalTexture:function(t,e,i){t.activeTexture(i),t.bindTexture(t.TEXTURE_2D,e),t.activeTexture(t.TEXTURE0)},unbindAdditionalTexture:function(t,e){t.activeTexture(e),t.bindTexture(t.TEXTURE_2D,null),t.activeTexture(t.TEXTURE0)},getMainParameter:function(){return this[this.mainParameter]},setMainParameter:function(t){this[this.mainParameter]=t},sendUniformData:function(){},createHelpLayer:function(t){if(!t.helpLayer){var e=document.createElement("canvas");e.width=t.sourceWidth,e.height=t.sourceHeight,t.helpLayer=e}},toObject:function(){var t={type:this.type},e=this.mainParameter;return e&&(t[e]=this[e]),t},toJSON:function(){return this.toObject()}}),ec.Image.filters.BaseFilter.fromObject=function(t,e){var i=new ec.Image.filters[t.type](t);return e&&e(i),i},G=(V=(N=e).fabric||(N.fabric={})).Image.filters,q=V.util.createClass,G.ColorMatrix=q(G.BaseFilter,{type:"ColorMatrix",fragmentSource:"precision highp float;\nuniform sampler2D uTexture;\nvarying vec2 vTexCoord;\nuniform mat4 uColorMatrix;\nuniform vec4 uConstants;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\ncolor *= uColorMatrix;\ncolor += uConstants;\ngl_FragColor = color;\n}",matrix:[1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0],mainParameter:"matrix",colorsOnly:!0,initialize:function(t){this.callSuper("initialize",t),this.matrix=this.matrix.slice(0)},applyTo2d:function(t){var e,i,r,n,o,a=t.imageData.data,s=a.length,l=this.matrix,c=this.colorsOnly;for(o=0;o=_||a<0||a>=b||(l=(s*b+a)*4,c=v[d*m+f],e+=p[l]*c,i+=p[l+1]*c,r+=p[l+2]*c,w||(n+=p[l+3]*c));C[o]=e,C[o+1]=i,C[o+2]=r,w?C[o+3]=p[o+3]:C[o+3]=n}t.imageData=x},getUniformLocations:function(t,e){return{uMatrix:t.getUniformLocation(e,"uMatrix"),uOpaque:t.getUniformLocation(e,"uOpaque"),uHalfSize:t.getUniformLocation(e,"uHalfSize"),uSize:t.getUniformLocation(e,"uSize")}},sendUniformData:function(t,e){t.uniform1fv(e.uMatrix,this.matrix)},toObject:function(){return te(this.callSuper("toObject"),{opaque:this.opaque,matrix:this.matrix})}}),tt.Image.filters.Convolute.fromObject=tt.Image.filters.BaseFilter.fromObject,ta=(to=(tn=e).fabric||(tn.fabric={})).Image.filters,ts=to.util.createClass,ta.Grayscale=ts(ta.BaseFilter,{type:"Grayscale",fragmentSource:{average:"precision highp float;\nuniform sampler2D uTexture;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\nfloat average = (color.r + color.b + color.g) / 3.0;\ngl_FragColor = vec4(average, average, average, color.a);\n}",lightness:"precision highp float;\nuniform sampler2D uTexture;\nuniform int uMode;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 col = texture2D(uTexture, vTexCoord);\nfloat average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\ngl_FragColor = vec4(average, average, average, col.a);\n}",luminosity:"precision highp float;\nuniform sampler2D uTexture;\nuniform int uMode;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 col = texture2D(uTexture, vTexCoord);\nfloat average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\ngl_FragColor = vec4(average, average, average, col.a);\n}"},mode:"average",mainParameter:"mode",applyTo2d:function(t){var e,i,r=t.imageData.data,n=r.length,o=this.mode;for(e=0;el[0]&&r>l[1]&&n>l[2]&&i 0.0) {\n"+this.fragmentSource[t]+"}\n}"},retrieveShader:function(t){var e,i=this.type+"_"+this.mode;return t.programCache.hasOwnProperty(i)||(e=this.buildSource(this.mode),t.programCache[i]=this.createProgram(t.context,e)),t.programCache[i]},applyTo2d:function(t){var e,i,r,n,o,a,s,l=t.imageData.data,c=l.length,h=1-this.alpha;e=(s=new tO.Color(this.color).getSource())[0]*this.alpha,i=s[1]*this.alpha,r=s[2]*this.alpha;for(var u=0;u=t||e<=-t)return 0;if(e<11920929e-14&&e>-.00000011920929)return 1;var i=(e*=Math.PI)/t;return tX(e)/e*tX(i)/i}},applyTo2d:function(t){var e=t.imageData,i=this.scaleX,r=this.scaleY;this.rcpScaleX=1/i,this.rcpScaleY=1/r;var n,o=e.width,a=e.height,s=tB(o*i),l=tB(a*r);"sliceHack"===this.resizeType?n=this.sliceByTwo(t,o,a,s,l):"hermite"===this.resizeType?n=this.hermiteFastResize(t,o,a,s,l):"bilinear"===this.resizeType?n=this.bilinearFiltering(t,o,a,s,l):"lanczos"===this.resizeType&&(n=this.lanczosResize(t,o,a,s,l)),t.imageData=n},sliceByTwo:function(t,e,i,r,n){var o,a,s=t.imageData,l=!1,c=!1,h=.5*e,u=.5*i,f=tM.filterBackend.resources,d=0,g=0,p=e,v=0;for(f.sliceByTwo||(f.sliceByTwo=document.createElement("canvas")),((o=f.sliceByTwo).width<1.5*e||o.height=e)){p[k=tI(1e3*tR(_-v.x))]||(p[k]={});for(var E=m.y-g;E<=m.y+g;E++)E<0||E>=i||(P=tI(1e3*tR(E-v.y)),p[k][P]||(p[k][P]=l(tL(tA(k*u,2)+tA(P*f,2))/1e3)),(x=p[k][P])>0&&(C=(E*e+_)*4,w+=x,S+=x*o[C],T+=x*o[C+1],O+=x*o[C+2],j+=x*o[C+3]))}s[C=(b*r+y)*4]=S/w,s[C+1]=T/w,s[C+2]=O/w,s[C+3]=j/w}return++y1&&P<-1||!((p=2*P*P*P-3*P*P+1)>0)||(x+=p*c[(k=4*(j+w*e))+3],m+=p,c[k+3]<255&&(p=p*c[k+3]/250),y+=p*c[k],b+=p*c[k+1],_+=p*c[k+2],v+=p)}u[g]=y/v,u[g+1]=b/v,u[g+2]=_/v,u[g+3]=x/m}return h},toObject:function(){return{type:this.type,scaleX:this.scaleX,scaleY:this.scaleY,resizeType:this.resizeType,lanczosLobes:this.lanczosLobes}}}),tM.Image.filters.Resize.fromObject=tM.Image.filters.BaseFilter.fromObject,tN=(tU=(tH=e).fabric||(tH.fabric={})).Image.filters,tV=tU.util.createClass,tN.Contrast=tV(tN.BaseFilter,{type:"Contrast",fragmentSource:"precision highp float;\nuniform sampler2D uTexture;\nuniform float uContrast;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\nfloat contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\ncolor.rgb = contrastF * (color.rgb - 0.5) + 0.5;\ngl_FragColor = color;\n}",contrast:0,mainParameter:"contrast",applyTo2d:function(t){if(0!==this.contrast){var e,i,r=t.imageData.data,i=r.length,n=Math.floor(255*this.contrast),o=259*(n+255)/(255*(259-n));for(e=0;e1&&(e=1/this.aspectRatio):this.aspectRatio<1&&(e=this.aspectRatio),t=e*this.blur*.12,this.horizontal?i[0]=t:i[1]=t,i}}),tQ.Blur.fromObject=t$.Image.filters.BaseFilter.fromObject,t5=(t2=(t1=e).fabric||(t1.fabric={})).Image.filters,t3=t2.util.createClass,t5.Gamma=t3(t5.BaseFilter,{type:"Gamma",fragmentSource:"precision highp float;\nuniform sampler2D uTexture;\nuniform vec3 uGamma;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\nvec3 correction = (1.0 / uGamma);\ncolor.r = pow(color.r, correction.r);\ncolor.g = pow(color.g, correction.g);\ncolor.b = pow(color.b, correction.b);\ngl_FragColor = color;\ngl_FragColor.rgb *= color.a;\n}",gamma:[1,1,1],mainParameter:"gamma",initialize:function(t){this.gamma=[1,1,1],t5.BaseFilter.prototype.initialize.call(this,t)},applyTo2d:function(t){var e,i=t.imageData.data,r=this.gamma,n=i.length,o=1/r[0],a=1/r[1],s=1/r[2];for(this.rVals||(this.rVals=new Uint8Array(256),this.gVals=new Uint8Array(256),this.bVals=new Uint8Array(256)),e=0,n=256;e'},_getCacheCanvasDimensions:function(){var t=this.callSuper("_getCacheCanvasDimensions"),e=this.fontSize;return t.width+=e*t.zoomX,t.height+=e*t.zoomY,t},_render:function(t){var e=this.path;e&&!e.isNotVisible()&&e._render(t),this._setTextStyles(t),this._renderTextLinesBackground(t),this._renderTextDecoration(t,"underline"),this._renderText(t),this._renderTextDecoration(t,"overline"),this._renderTextDecoration(t,"linethrough")},_renderText:function(t){"stroke"===this.paintFirst?(this._renderTextStroke(t),this._renderTextFill(t)):(this._renderTextFill(t),this._renderTextStroke(t))},_setTextStyles:function(t,e,i){if(t.textBaseline="alphabetical",this.path)switch(this.pathAlign){case"center":t.textBaseline="middle";break;case"ascender":t.textBaseline="top";break;case"descender":t.textBaseline="bottom"}t.font=this._getFontDeclaration(e,i)},calcTextWidth:function(){for(var t=this.getLineWidth(0),e=1,i=this._textLines.length;et&&(t=r)}return t},_renderTextLine:function(t,e,i,r,n,o){this._renderChars(t,e,i,r,n,o)},_renderTextLinesBackground:function(t){if(this.textBackgroundColor||this.styleHas("textBackgroundColor")){for(var e,i,r,n,o,a,s,l=t.fillStyle,c=this._getLeftOffset(),h=this._getTopOffset(),u=0,f=0,d=this.path,g=0,p=this._textLines.length;g=0:is?u%=s:u<0&&(u+=s),this._setGraphemeOnPath(u,o,a),u+=o.kernedWidth}return{width:l,numOfSpaces:0}},_setGraphemeOnPath:function(t,i,r){var n=t+i.kernedWidth/2,o=this.path,a=e.util.getPointOnPath(o.path,n,o.segmentsInfo);i.renderLeft=a.x-r.x,i.renderTop=a.y-r.y,i.angle=a.angle+("right"===this.pathSide?Math.PI:0)},_getGraphemeBox:function(t,e,i,r,n){var o,a=this.getCompleteStyleDeclaration(e,i),s=r?this.getCompleteStyleDeclaration(e,i-1):{},l=this._measureChar(t,a,r,s),c=l.kernedWidth,h=l.width;0!==this.charSpacing&&(h+=o=this._getWidthOfCharSpacing(),c+=o);var u={width:h,left:0,height:a.fontSize,kernedWidth:c,deltaY:a.deltaY};if(i>0&&!n){var f=this.__charBounds[e][i-1];u.left=f.left+f.width+l.kernedWidth-l.width}return u},getHeightOfLine:function(t){if(this.__lineHeights[t])return this.__lineHeights[t];for(var e=this._textLines[t],i=this.getHeightOfChar(t,0),r=1,n=e.length;r0){var j=y+o+u;"rtl"===this.direction&&(j=this.width-j-f),c&&m&&(t.fillStyle=m,t.fillRect(j,h+C*r+a,f,this.fontSize/15)),u=d.left,f=d.width,c=g,m=v,r=n,a=s}else f+=d.kernedWidth;var j=y+o+u;"rtl"===this.direction&&(j=this.width-j-f),t.fillStyle=v,g&&v&&t.fillRect(j,h+C*r+a,f-x,this.fontSize/15),b+=i}this._removeShadow(t)}},_getFontDeclaration:function(t,i){var r=t||this,n=this.fontFamily,o=e.Text.genericFonts.indexOf(n.toLowerCase())>-1,a=void 0===n||n.indexOf("'")>-1||n.indexOf(",")>-1||n.indexOf('"')>-1||o?r.fontFamily:'"'+r.fontFamily+'"';return[e.isLikelyNode?r.fontWeight:r.fontStyle,e.isLikelyNode?r.fontStyle:r.fontWeight,i?this.CACHE_FONT_SIZE+"px":r.fontSize+"px",a].join(" ")},render:function(t){this.visible&&(!this.canvas||!this.canvas.skipOffscreen||this.group||this.isOnScreen())&&(this._shouldClearDimensionCache()&&this.initDimensions(),this.callSuper("render",t))},_splitTextIntoLines:function(t){for(var i=t.split(this._reNewline),r=Array(i.length),n=["\n"],o=[],a=0;a0&&t.clipPath?this.clonePathWithClipPath(e,t,function(t){r.forEach(function(e){i._addPathToObjectEraser(e,t)})}):r.length>0&&r.forEach(function(t){i._addPathToObjectEraser(t,e)});return}var n=t.eraser;n||(n=new ec.Eraser,t.eraser=n),e.clone(function(e){var r=ec.util.multiplyTransformMatrices(ec.util.invertTransform(t.calcTransformMatrix()),e.calcTransformMatrix());ec.util.applyTransformToObject(e,r),n.addWithUpdate(e),t.set("dirty",!0),t.fire("erasing:end",{path:e}),t.group&&Array.isArray(i.__subTargets)&&i.__subTargets.push(t)})},applyEraserToCanvas:function(t){var e=this.canvas,i={};return["backgroundImage","overlayImage"].forEach(function(r){var n=e[r];n&&n.erasable&&(this._addPathToObjectEraser(n,t),i[r]=n)},this),i},_finalizeAndAddPath:function(){var 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(window.__NEXT_P = window.__NEXT_P || []).push([\n \"/\",\n function () {\n return require(\"private-next-pages/index.tsx\");\n }\n ]);\n if(module.hot) {\n module.hot.dispose(function () {\n window.__NEXT_P.push([\"/\"])\n });\n }\n ","import React, { useContext } from \"react\";\nimport { fabric } from \"fabric\";\n\nexport interface CanvasInfo {\n canvas: fabric.Canvas;\n notifyChange: () => void;\n isDrawingMode: boolean;\n setDrawingMode: (isDrawingMode: boolean) => void;\n undo: () => void;\n redo: () => void;\n canUndo: boolean;\n canRedo: boolean;\n}\n\ninterface CanvasContextValue {\n canvases: Record;\n registerCanvas: (canvasId: string, canvasInfo: CanvasInfo) => void;\n unregisterCanvas: (canvasId: string) => void;\n}\n\nconst CanvasContext = React.createContext(null);\nCanvasContext.displayName = \"CanvasContext\";\n\nexport { CanvasContext };\n\nfunction useCanvas(canvasId: string | null): CanvasInfo;\nfunction useCanvas(): CanvasContextValue;\n\nfunction useCanvas(canvasId?: string | null) {\n const context = useContext(CanvasContext);\n if (!context) {\n throw new Error(\"No CanvasContext.Provider\");\n }\n if (typeof canvasId === \"undefined\") {\n return context;\n } else if (canvasId == null) {\n return {};\n } else {\n return context.canvases[canvasId] ?? {};\n }\n}\n\nexport default useCanvas;\n","import React, { useContext } from \"react\";\nimport { fabric } from \"fabric\";\n\ninterface ToolsContextValue {\n activeCanvas: string | null;\n activeCanvasType: string;\n setActiveCanvasType: (canvasType: string) => void;\n selectedObjects: Array;\n brushSize: number;\n setBrushSize: (brushSize: number) => void;\n brushColor: number;\n setBrushColor: (brushColor: number) => void;\n deleteSelection: () => void;\n undo: () => void;\n redo: () => void;\n canUndo: boolean;\n canRedo: boolean;\n addImages: (imageUrls: string[]) => void;\n duplicate: () => void;\n sendBackward: () => void;\n bringForward: () => void;\n lockSelection: () => void;\n unlockSelection: () => void;\n exportSkin: ({\n name,\n format,\n }: {\n name: string;\n format: string;\n }) => Promise;\n lockedObjects: Set;\n backgroundColor: string;\n setBackgroundColor: (backgroundColor: string) => void;\n selectedMaterialIndex: number;\n setSelectedMaterialIndex: (materialIndex: number) => void;\n textureSize: [number, number];\n hasMetallic: boolean;\n}\n\nconst ToolsContext = React.createContext(null);\nToolsContext.displayName = \"ToolsContext\";\n\nexport { ToolsContext };\n\nexport default function useTools() {\n const context = useContext(ToolsContext);\n if (!context) {\n throw new Error(\"No ToolsContext.Provider\");\n }\n return context;\n}\n","import { InputHTMLAttributes, useEffect, useRef, useState } from \"react\";\nimport useCanvas from \"./useCanvas\";\nimport useTools from \"./useTools\";\nimport { usePopper } from \"react-popper\";\nimport Slider from \"rc-slider\";\nimport { RiFileCopyFill } from \"react-icons/ri\";\nimport { FaTrashAlt, FaLock, FaUnlock } from \"react-icons/fa\";\nimport { GoArrowUp, GoArrowDown } from \"react-icons/go\";\nimport { GiArrowCursor } from \"react-icons/gi\";\nimport { IoMdBrush } from \"react-icons/io\";\nimport { ImPlus, ImUndo2, ImRedo2 } from \"react-icons/im\";\n\nexport default function CanvasTools() {\n const nameInputRef = useRef(null);\n const fileInputRef = useRef(null);\n const fileTypeRef = useRef(null);\n const {\n activeCanvas,\n backgroundColor,\n setBackgroundColor,\n selectedObjects,\n lockedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n brushColor,\n setBrushColor,\n brushSize,\n setBrushSize,\n activeCanvasType,\n addImages,\n exportSkin,\n } = useTools();\n const { isDrawingMode, setDrawingMode } = useCanvas(activeCanvas);\n const [isMac, setIsMac] = useState(false);\n const commandKeyPrefix = isMac ? \"⌘\" : \"Ctrl \";\n const shiftKeySymbol = \"⇧\";\n\n // Brush popup\n const [referenceElement, setReferenceElement] = useState(\n null\n );\n const [popperElement, setPopperElement] = useState(null);\n const [arrowElement, setArrowElement] = useState(null);\n const [isBrushToolsOpen, setBrushToolsOpen] = useState(false);\n const { styles, attributes } = usePopper(referenceElement, popperElement, {\n modifiers: [\n { name: \"arrow\", options: { element: arrowElement } },\n {\n name: \"offset\",\n options: {\n offset: [0, 10],\n },\n },\n ],\n });\n\n const isSelectionLocked = selectedObjects.length\n ? selectedObjects.every((object) => lockedObjects.has(object))\n : false;\n\n const handleBackgroundColorChange: InputHTMLAttributes[\"onChange\"] =\n (event) => {\n setBackgroundColor(event.target.value);\n };\n\n useEffect(() => {\n if (navigator.platform && navigator.platform.startsWith(\"Mac\")) {\n setIsMac(true);\n } else if (navigator.userAgent.match(/\\(Macintosh;/)) {\n setIsMac(true);\n }\n }, []);\n\n useEffect(() => {\n if (popperElement) {\n popperElement.focus();\n }\n }, [popperElement]);\n\n return (\n
\n
\n \n \n \n \n \n \n
\n
\n {activeCanvasType === \"color\" ? (\n <>\n {\n const imageUrl = await new Promise(\n (resolve, reject) => {\n const inputFile = event.target.files?.[0];\n if (inputFile) {\n const reader = new FileReader();\n reader.addEventListener(\"load\", (event) => {\n resolve(event.target?.result as string);\n });\n reader.readAsDataURL(inputFile);\n } else {\n reject(new Error(\"No input file provided.\"));\n }\n }\n );\n addImages([imageUrl]);\n }}\n type=\"file\"\n accept=\".png, image/png\"\n hidden\n />\n {\n if (fileInputRef.current) {\n fileInputRef.current.click();\n }\n }}\n >\n \n \n \n {isSelectionLocked ? (\n \n ) : (\n \n )}\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n ) : null}\n\n {activeCanvasType === \"metallic\" ? (\n <>\n {\n setDrawingMode(false);\n }}\n >\n \n \n {\n setDrawingMode(true);\n setBrushToolsOpen((isOpen) => !isOpen);\n }}\n >\n \n \n\n {isBrushToolsOpen ? (\n {\n const newFocusElement = event.relatedTarget;\n const isFocusLeaving =\n !newFocusElement ||\n !event.currentTarget.contains(newFocusElement);\n if (isFocusLeaving) {\n setBrushToolsOpen(false);\n }\n }}\n {...attributes.popper}\n >\n
\n
\n \n
\n {\n if (Array.isArray(value)) {\n value = value[0];\n }\n setBrushColor(value);\n }}\n handleStyle={{\n width: 20,\n height: 20,\n marginTop: -6,\n borderColor: \"rgb(20, 105, 241)\",\n background: `rgb(${brushColor}, ${brushColor}, ${brushColor})`,\n opacity: 1,\n }}\n railStyle={{\n height: 8,\n border: \"1px solid #555\",\n background:\n \"linear-gradient(to right, black 0%, white 100%)\",\n }}\n />\n
\n
\n\n
\n \n
\n {\n if (Array.isArray(value)) {\n value = value[0];\n }\n setBrushSize(value);\n }}\n handleStyle={{\n width: 20,\n height: 20,\n marginTop: -6,\n borderColor: \"#03fccf\",\n background: \"rgb(5, 69, 76)\",\n // background: `rgb(${brushColor}, ${brushColor}, ${brushColor})`,\n opacity: 1,\n }}\n railStyle={{\n height: 8,\n border: \"1px solid #555\",\n background: \"rgba(255, 255, 255, 0.3)\",\n }}\n />\n
\n
\n
\n\n \n
\n ) : null}\n \n ) : null}\n
\n
\n \n {\n const name = nameInputRef.current ? nameInputRef.current.value : \"\";\n const format = fileTypeRef.current\n ? fileTypeRef.current.value\n : \".png\";\n exportSkin({ name, format });\n }}\n >\n Export\n \n \n
\n \n );\n}\n","import React, { useContext } from \"react\";\n\ntype WarriorContextValue = {\n actualModel: string;\n selectedModel: string;\n setSelectedModel: (selectedModel: string) => void;\n selectedModelType: string;\n selectedAnimation: string | null;\n selectedModelUrl: string;\n setSelectedAnimation: (selectedAnimation: string | null) => void;\n animationPaused: boolean;\n setAnimationPaused: (\n animationPaused: boolean | ((animationPaused: boolean) => boolean)\n ) => void;\n skinImageUrls: Record;\n defaultSkinImageUrls: Record;\n setSkinImageUrls: (\n value:\n | Record\n | ((prevSkinImageUrls: Record) => Record)\n ) => void;\n selectedSkinType: string | null;\n setSelectedSkinType: (selectedSkinType: string | null) => void;\n selectedSkin: string | null;\n setSelectedSkin: (selectedSkin: string | null) => void;\n setSelectedModelType: (selectedModelType: string) => void;\n};\n\nconst WarriorContext = React.createContext(null);\nWarriorContext.displayName = \"WarriorContext\";\n\nexport { WarriorContext };\n\nexport default function useWarrior() {\n const context = useContext(WarriorContext);\n if (!context) {\n throw new Error(\"No WarriorContext.Provider\");\n }\n return context;\n}\n","import { fabric } from \"fabric\";\n\nexport function createFabricImage(url: string) {\n return new Promise((resolve) =>\n fabric.Image.fromURL(url, resolve, {\n crossOrigin: \"anonymous\",\n })\n );\n}\n","export default function Worker_fn() {\n return new Worker(__webpack_public_path__ + \"static/chunks/imageProcessing.worker-ec557200a46215b3.worker.js\");\n}\n","import { useEffect, useMemo, useRef } from \"react\";\nimport * as Comlink from \"comlink\";\nimport Worker from \"worker-loader!./imageProcessing.worker\";\nimport type { ImageFunctions } from \"./imageProcessing.worker\";\n\nexport default function useImageWorker() {\n const workerRef = useRef(null);\n const functionsRef = useRef\n > | null>(null);\n\n const value = useMemo(() => {\n const getFunctions = () => {\n return functionsRef.current;\n };\n return {\n async combineColorAndAlphaImageUrls(...args) {\n const functions = await getFunctions();\n return functions?.combineColorAndAlphaImageUrls(...args);\n },\n async removeAlphaFromArrayBuffer(...args) {\n const functions = await getFunctions();\n return functions?.removeAlphaFromArrayBuffer(...args);\n },\n async convertArrayBufferAlphaToGrayscale(...args) {\n const functions = await getFunctions();\n return functions?.convertArrayBufferAlphaToGrayscale(...args);\n },\n async convertGrayscaleImageUrlToMetallicRoughness(...args) {\n const functions = await getFunctions();\n return functions?.convertGrayscaleImageUrlToMetallicRoughness(...args);\n },\n } as ImageFunctions;\n }, []);\n\n useEffect(() => {\n const worker = new Worker();\n const functions = Comlink.wrap(worker);\n\n workerRef.current = worker;\n functionsRef.current = functions;\n\n return () => {\n functions[Comlink.releaseProxy]();\n worker.terminate();\n };\n }, []);\n\n return value;\n}\n","export default function useSettings() {\n return {\n canvasPadding: 64,\n basePath: process.env.NODE_ENV === \"production\" ? \"/t2-model-skinner\" : \"\",\n };\n}\n","import { PNG } from \"pngjs/browser\";\nimport getStream from \"get-stream\";\n\nexport function arrayBufferToBase64(arrayBuffer: ArrayBuffer) {\n let base64 = \"\";\n const encodings =\n \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/\";\n\n const bytes = new Uint8Array(arrayBuffer);\n const byteLength = bytes.byteLength;\n const byteRemainder = byteLength % 3;\n const mainLength = byteLength - byteRemainder;\n\n let a, b, c, d;\n let chunk;\n\n // Main loop deals with bytes in chunks of 3\n for (let i = 0; i < mainLength; i = i + 3) {\n // Combine the three bytes into a single integer\n chunk = (bytes[i] << 16) | (bytes[i + 1] << 8) | bytes[i + 2];\n\n // Use bitmasks to extract 6-bit segments from the triplet\n a = (chunk & 16515072) >> 18; // 16515072 = (2^6 - 1) << 18\n b = (chunk & 258048) >> 12; // 258048 = (2^6 - 1) << 12\n c = (chunk & 4032) >> 6; // 4032 = (2^6 - 1) << 6\n d = chunk & 63; // 63 = 2^6 - 1\n\n // Convert the raw binary segments to the appropriate ASCII encoding\n base64 += encodings[a] + encodings[b] + encodings[c] + encodings[d];\n }\n\n // Deal with the remaining bytes and padding\n if (byteRemainder == 1) {\n chunk = bytes[mainLength];\n\n a = (chunk & 252) >> 2; // 252 = (2^6 - 1) << 2\n\n // Set the 4 least significant bits to zero\n b = (chunk & 3) << 4; // 3 = 2^2 - 1\n\n base64 += encodings[a] + encodings[b] + \"==\";\n } else if (byteRemainder == 2) {\n chunk = (bytes[mainLength] << 8) | bytes[mainLength + 1];\n\n a = (chunk & 64512) >> 10; // 64512 = (2^6 - 1) << 10\n b = (chunk & 1008) >> 4; // 1008 = (2^6 - 1) << 4\n\n // Set the 2 least significant bits to zero\n c = (chunk & 15) << 2; // 15 = 2^4 - 1\n\n base64 += encodings[a] + encodings[b] + encodings[c] + \"=\";\n }\n\n return base64;\n}\n\nexport async function rgbaToArrayBuffer(\n rgba: Uint8Array,\n {\n width,\n height,\n }: {\n width: number;\n height: number;\n }\n) {\n const png = new PNG({\n width,\n height,\n inputHasAlpha: true,\n });\n png.data = rgba;\n png.pack();\n const arrayBuffer = await getStream.buffer(png);\n return arrayBuffer;\n}\n\nexport function arrayBufferToImageUrl(arrayBuffer: ArrayBuffer) {\n const base64 = arrayBufferToBase64(arrayBuffer);\n return `data:image/png;base64,${base64}`;\n}\n\nexport async function imageUrlToArrayBuffer(url: string) {\n const response = await fetch(url);\n if (response.ok) {\n const arrayBuffer = await response.arrayBuffer();\n return arrayBuffer;\n } else {\n throw new Error(`Failed to load image URL: ${url}`);\n }\n}\n\nexport async function arrayBufferToRgba(arrayBuffer: ArrayBuffer) {\n const png = await new Promise((resolve, reject) =>\n new PNG().parse(arrayBuffer, (err, data) => {\n if (err) {\n reject(err);\n } else {\n resolve(data);\n }\n })\n );\n return { rgba: png.data, width: png.width, height: png.height };\n}\n\nexport async function setGrayscaleFromAlpha(rgba: Uint8Array) {\n const length = rgba.length;\n for (let i = 0; i < length; i += 4) {\n const alpha = rgba[i + 3];\n rgba[i] = alpha;\n rgba[i + 1] = alpha;\n rgba[i + 2] = alpha;\n rgba[i + 3] = 255;\n }\n}\n\nexport async function setAlphaFromGrayscale(\n rgba: Uint8Array,\n grayscaleRgba: Uint8Array\n) {\n const length = rgba.length;\n // Modify image to map white pixels on the metallic canvas\n // to the alpha channel.\n for (let i = 0; i < length; i += 4) {\n rgba[i + 3] = Math.max(1, grayscaleRgba[i]);\n }\n}\n\nexport async function setAlphaToMax(rgba: Uint8Array) {\n const length = rgba.length;\n for (let i = 0; i < length; i += 4) {\n rgba[i + 3] = 255;\n }\n}\n\nexport function setMetallicFromGrayscale(rgba: Uint8Array) {\n const length = rgba.length;\n for (let i = 0; i < length; i += 4) {\n const grayscale = rgba[i];\n // Red meanings nothing, set to 0.\n rgba[i] = 0;\n // Green maps to roughness. We want more metallic to be less rough.\n rgba[i + 1] = grayscale > 0 ? 255 - Math.min(grayscale * 2 + 64, 255) : 255;\n // Blue and alpha values should already be correct.\n rgba[i + 2] = grayscale ? Math.min(grayscale * 1 + 64, 255) : 0;\n }\n}\n\nexport async function imageUrlToRgba(imageUrl: string) {\n const arrayBuffer = await imageUrlToArrayBuffer(imageUrl);\n const { rgba, width, height } = await arrayBufferToRgba(arrayBuffer);\n return { rgba, width, height };\n}\n\ntype ImageSize = {\n width: number;\n height: number;\n};\n\nexport async function rgbaToImageUrl(\n rgba: Uint8Array,\n { width, height }: ImageSize\n) {\n const arrayBuffer = await rgbaToArrayBuffer(rgba, {\n width,\n height,\n });\n const imageUrl = arrayBufferToImageUrl(arrayBuffer);\n return imageUrl;\n}\n\nexport async function combineColorAndAlphaImageUrls({\n colorImageUrl,\n metallicImageUrl,\n}: {\n colorImageUrl: string;\n metallicImageUrl: string;\n}) {\n const [{ rgba, width, height }, { rgba: metallicRgba }] = await Promise.all([\n imageUrlToRgba(colorImageUrl),\n imageUrlToRgba(metallicImageUrl),\n ]);\n setAlphaFromGrayscale(rgba, metallicRgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n\nexport async function removeAlphaFromArrayBuffer(arrayBuffer: ArrayBuffer) {\n const { rgba, width, height } = await arrayBufferToRgba(arrayBuffer);\n setAlphaToMax(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n\nexport async function convertArrayBufferAlphaToGrayscale(\n arrayBuffer: ArrayBuffer\n) {\n const { rgba, width, height } = await arrayBufferToRgba(arrayBuffer);\n setGrayscaleFromAlpha(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n\nexport async function convertGrayscaleImageUrlToMetallicRoughness(\n imageUrl: string\n) {\n const { rgba, width, height } = await imageUrlToRgba(imageUrl);\n setMetallicFromGrayscale(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n","import { ReactNode, useCallback, useEffect, useMemo, useState } from \"react\";\nimport getConfig from \"next/config\";\nimport { fabric } from \"fabric\";\nimport { ToolsContext } from \"./useTools\";\nimport useCanvas from \"./useCanvas\";\nimport useWarrior from \"./useWarrior\";\nimport { createFabricImage } from \"./fabricUtils\";\nimport useImageWorker from \"./useImageWorker\";\nimport { MaterialDefinition } from \"./Material\";\nimport useSettings from \"./useSettings\";\nimport { imageUrlToArrayBuffer } from \"./imageUtils\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nfunction lockObject(object: fabric.Object) {\n object.lockMovementX = true;\n object.lockMovementY = true;\n object.lockScalingX = true;\n object.lockScalingY = true;\n object.lockRotation = true;\n}\n\nfunction unlockObject(object: fabric.Object) {\n object.lockMovementX = false;\n object.lockMovementY = false;\n object.lockScalingX = false;\n object.lockScalingY = false;\n object.lockRotation = false;\n}\n\nfunction isActiveSelection(\n object: fabric.Object\n): object is fabric.ActiveSelection {\n return object.type === \"activeSelection\";\n}\n\nexport default function ToolsProvider({ children }: { children: ReactNode }) {\n const { actualModel, selectedModelType } = useWarrior();\n const [selectedMaterialIndex, setSelectedMaterialIndex] = useState(0);\n const materialDefs = materials[actualModel];\n const materialDef = materialDefs[selectedMaterialIndex] ?? null;\n\n const textureSize = useMemo(\n () => materialDef.size ?? [512, 512],\n [materialDef]\n );\n\n const hasMetallic = !(\n materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1\n );\n\n const [activeCanvasType, setActiveCanvasType] = useState(\"color\");\n\n if (!hasMetallic && activeCanvasType === \"metallic\") {\n setActiveCanvasType(\"color\");\n }\n\n const [backgroundColor, setBackgroundColor] = useState(\"magenta\");\n const [lockedObjects, setLockedObjects] = useState(\n () => new Set()\n );\n const [brushColor, setBrushColor] = useState(200);\n const [brushSize, setBrushSize] = useState(10);\n const [selectedObjects, setSelectedObjects] = useState(\n () => []\n );\n\n const activeCanvas = materialDef\n ? `${materialDef.name}:${activeCanvasType}`\n : null;\n const metallicCanvasId = materialDef ? `${materialDef.name}:metallic` : null;\n const { canvases } = useCanvas();\n const { canvas, notifyChange, undo, redo, canUndo, canRedo } =\n useCanvas(activeCanvas);\n const { canvas: metallicCanvas } = useCanvas(metallicCanvasId);\n const [isDrawingMode, setDrawingMode] = useState(false);\n const { combineColorAndAlphaImageUrls } = useImageWorker();\n const { canvasPadding } = useSettings();\n\n const lockSelection = useCallback(() => {\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects) => {\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects) {\n newLockedObjects.add(selectedObject);\n lockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [selectedObjects]);\n\n const unlockSelection = useCallback(() => {\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects) => {\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects) {\n newLockedObjects.delete(selectedObject);\n unlockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [selectedObjects]);\n\n const bringForward = useCallback(async () => {\n const object = canvas.getActiveObject();\n if (object) {\n canvas.bringForward(object, true);\n notifyChange();\n }\n }, [canvas, notifyChange]);\n\n const sendBackward = useCallback(async () => {\n const object = canvas.getActiveObject();\n if (object) {\n // Don't allow below base skin.\n if (canvas._objects[0] === object || canvas._objects[1] === object) {\n return;\n }\n canvas.sendBackwards(object, true);\n notifyChange();\n }\n }, [canvas, notifyChange]);\n\n const addImages = useCallback(\n async (imageUrls: string[]) => {\n let lastAddedImage;\n for (const imageUrl of imageUrls) {\n const image = await createFabricImage(imageUrl);\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n const widthRatio = image.width / textureSize[0];\n const heightRatio = image.height / textureSize[1];\n if (widthRatio > 1 || heightRatio > 1) {\n let scale;\n if (widthRatio > heightRatio) {\n scale = 1 / widthRatio;\n } else {\n scale = 1 / heightRatio;\n }\n image.scaleX = scale;\n image.scaleY = scale;\n }\n if (activeCanvasType === \"metallic\") {\n if (!image.filters) {\n image.filters = [];\n }\n const grayscaleFilter = new fabric.Image.filters.Grayscale();\n image.filters.push(grayscaleFilter);\n image.applyFilters();\n }\n setDrawingMode(false);\n canvas.centerObject(image);\n canvas.add(image);\n lastAddedImage = image;\n }\n if (lastAddedImage) {\n canvas.setActiveObject(lastAddedImage);\n }\n },\n [canvas, activeCanvasType, textureSize]\n );\n\n const duplicate = useCallback(async () => {\n const object = canvas.getActiveObject();\n if (object) {\n const copy = await new Promise((resolve) =>\n object.clone(resolve)\n );\n copy.set({\n top: (copy.top ?? 0) + 20,\n left: (copy.left ?? 0) + 20,\n evented: true,\n });\n\n if (isActiveSelection(copy)) {\n copy.canvas = canvas;\n copy.forEachObject((object) => {\n canvas.add(object);\n });\n copy.setCoords();\n }\n\n canvas.discardActiveObject();\n canvas.add(copy);\n canvas.setActiveObject(copy);\n }\n }, [canvas]);\n\n const deleteSelection = useCallback(async () => {\n const objects = canvas.getActiveObjects();\n canvas.discardActiveObject();\n canvas.remove(...objects);\n canvas.requestRenderAll();\n // forceUpdateRef.current();\n }, [canvas]);\n\n const exportSkin = useCallback(\n async ({ format, name = \"\" }: { format: string; name: string }) => {\n const { savePngFile, saveZipFile, createZipFile } = await import(\n \"./exportUtils\"\n );\n\n name = name.trim() || \"MyCustomSkin\";\n\n const materialExports = await Promise.all(\n materialDefs\n .filter(\n (materialDef: MaterialDefinition) =>\n materialDef && !materialDef.hidden\n )\n .map(async (materialDef: MaterialDefinition) => {\n const colorCanvas = canvases[`${materialDef.name}:color`]?.canvas;\n const metallicCanvas =\n canvases[`${materialDef.name}:metallic`]?.canvas;\n\n const textureSize = materialDef.size ?? [512, 512];\n let outputImageUrl;\n\n const colorImageUrl = colorCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n\n if (metallicCanvas) {\n const metallicImageUrl = metallicCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n outputImageUrl = await combineColorAndAlphaImageUrls({\n colorImageUrl,\n metallicImageUrl,\n });\n } else {\n outputImageUrl = colorImageUrl;\n }\n\n let filename;\n switch (selectedModelType) {\n case \"player\":\n filename = `${name}.${actualModel}.png`;\n break;\n case \"weapon\":\n case \"vehicle\":\n if (materialDef) {\n filename = `${materialDef.file ?? materialDef.name}.png`;\n } else if (selectedModelType === \"weapon\") {\n filename = `weapon_${actualModel}.png`;\n } else {\n filename = `${actualModel}.png`;\n }\n }\n\n return { imageUrl: outputImageUrl, filename };\n })\n );\n\n switch (format) {\n case \"png\": {\n const { imageUrl, filename } = materialExports[selectedMaterialIndex];\n savePngFile(imageUrl, filename);\n break;\n }\n case \"vl2\": {\n const files = await Promise.all(\n materialExports.map(async (materialExport) => ({\n data: await imageUrlToArrayBuffer(materialExport.imageUrl),\n name: materialExport.filename,\n }))\n );\n const zip = createZipFile(files);\n const camelCaseName = actualModel.replace(\n /(?:^([a-z])|_([a-z]))/g,\n (match, a, b) => (a || b).toUpperCase()\n );\n const zipFileName =\n selectedModelType === \"player\"\n ? `zPlayerSkin-${name}.vl2`\n : `zWeapon${camelCaseName}-${name}.vl2`;\n await saveZipFile(zip, zipFileName);\n }\n }\n return;\n },\n [\n actualModel,\n canvasPadding,\n canvases,\n combineColorAndAlphaImageUrls,\n materialDefs,\n selectedMaterialIndex,\n selectedModelType,\n ]\n );\n\n const context = useMemo(\n () => ({\n activeCanvas,\n activeCanvasType,\n setActiveCanvasType,\n backgroundColor,\n setBackgroundColor,\n lockedObjects,\n setLockedObjects,\n brushColor,\n setBrushColor,\n brushSize,\n setBrushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n setDrawingMode,\n selectedMaterialIndex,\n setSelectedMaterialIndex,\n textureSize,\n hasMetallic,\n }),\n [\n activeCanvas,\n activeCanvasType,\n backgroundColor,\n lockedObjects,\n brushColor,\n brushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n selectedMaterialIndex,\n textureSize,\n hasMetallic,\n ]\n );\n\n useEffect(() => {\n if (canvas) {\n const handleSelectionUpdated = () => {\n setSelectedObjects(canvas.getActiveObjects());\n };\n canvas.on(\"selection:cleared\", handleSelectionUpdated);\n canvas.on(\"selection:updated\", handleSelectionUpdated);\n canvas.on(\"selection:created\", handleSelectionUpdated);\n\n return () => {\n canvas.off(\"selection:cleared\", handleSelectionUpdated);\n canvas.off(\"selection:updated\", handleSelectionUpdated);\n canvas.off(\"selection:created\", handleSelectionUpdated);\n };\n }\n }, [canvas]);\n\n useEffect(() => {\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.width = brushSize;\n }\n }, [metallicCanvas, brushSize]);\n\n useEffect(() => {\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.color = `rgb(${brushColor}, ${brushColor}, ${brushColor})`;\n }\n }, [metallicCanvas, brushColor]);\n\n return (\n {children}\n );\n}\n","import useTools from \"./useTools\";\nimport useSettings from \"./useSettings\";\n\nexport default function CanvasBackdrop() {\n const { backgroundColor, textureSize } = useTools();\n const { canvasPadding } = useSettings();\n\n return textureSize ? (\n \n ) : null;\n}\n","import { ReactNode, useCallback, useMemo, useState } from \"react\";\nimport { CanvasContext, CanvasInfo } from \"./useCanvas\";\n\nexport default function CanvasProvider({ children }: { children: ReactNode }) {\n const [canvases, setCanvases] = useState>({});\n\n const registerCanvas = useCallback(\n (canvasId: string, canvasInfo: CanvasInfo) => {\n setCanvases((canvases) => {\n return { ...canvases, [canvasId]: canvasInfo };\n });\n },\n []\n );\n\n const unregisterCanvas = useCallback((canvasId: string) => {\n setCanvases((canvases) => {\n const { [canvasId]: canvas, ...rest } = canvases;\n return rest;\n });\n }, []);\n\n const context = useMemo(() => {\n return {\n canvases,\n registerCanvas,\n unregisterCanvas,\n };\n }, [canvases, registerCanvas, unregisterCanvas]);\n\n return (\n {children}\n );\n}\n","import { ReactNode, useRef } from \"react\";\nimport useCanvas from \"./useCanvas\";\nimport useTools from \"./useTools\";\n\nexport default function CanvasInteractions({\n children,\n}: {\n children: ReactNode;\n}) {\n const ref = useRef(null);\n const {\n activeCanvas,\n bringForward,\n sendBackward,\n duplicate,\n deleteSelection,\n addImages,\n undo,\n redo,\n } = useTools();\n const { canvas, notifyChange, setDrawingMode } = useCanvas(activeCanvas);\n\n const nudge = async ({ top = 0, left = 0 } = {}) => {\n const objects = canvas.getActiveObjects();\n for (const object of objects) {\n object.top = (object.top ?? 0) + top;\n object.left = (object.left ?? 0) + left;\n }\n notifyChange();\n };\n\n return (\n {\n event.preventDefault();\n if (ref.current) {\n ref.current.focus();\n }\n const { items } = event.dataTransfer;\n const images = Array.from(items).filter(\n (item) => item.kind === \"file\" && item.type.match(/^image\\//)\n );\n const imageUrls = await Promise.all(\n images\n .map(async (droppedImageFile) => {\n const file = droppedImageFile.getAsFile();\n if (!file) {\n throw new Error(\"Not a file.\");\n }\n const reader = new FileReader();\n const imageUrl = await new Promise((resolve, reject) => {\n reader.onload = async (event) => {\n if (event.target && typeof event.target.result === \"string\") {\n resolve(event.target.result);\n } else {\n reject(new Error(\"Failed to load image data.\"));\n }\n };\n reader.readAsDataURL(file);\n });\n return imageUrl;\n })\n .filter(Boolean)\n );\n\n await addImages(imageUrls);\n }}\n onKeyDown={async (event) => {\n const target = event.target as HTMLElement;\n if (target.nodeName === \"INPUT\" || target.nodeName === \"TEXTAREA\") {\n return;\n }\n if (event.ctrlKey || event.metaKey) {\n switch (event.key) {\n case \"z\":\n if (event.altKey) {\n return;\n } else if (event.shiftKey) {\n event.preventDefault();\n redo();\n return;\n } else {\n event.preventDefault();\n undo();\n return;\n }\n case \"y\":\n if (event.altKey || event.shiftKey) {\n return;\n } else {\n event.preventDefault();\n redo();\n return;\n }\n }\n }\n if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) {\n return;\n }\n switch (event.key) {\n case \"Backspace\":\n case \"Delete\": {\n event.preventDefault();\n await deleteSelection();\n break;\n }\n case \"ArrowLeft\": {\n event.preventDefault();\n await nudge({ left: -1 });\n break;\n }\n case \"ArrowRight\": {\n event.preventDefault();\n await nudge({ left: 1 });\n break;\n }\n case \"ArrowUp\": {\n event.preventDefault();\n await nudge({ top: -1 });\n break;\n }\n case \"ArrowDown\": {\n event.preventDefault();\n await nudge({ top: 1 });\n break;\n }\n case \"d\": {\n event.preventDefault();\n await duplicate();\n break;\n }\n case \"f\": {\n event.preventDefault();\n await bringForward();\n break;\n }\n case \"b\": {\n event.preventDefault();\n await sendBackward();\n break;\n }\n case \"p\": {\n if (activeCanvas === \"metallic\") {\n event.preventDefault();\n setDrawingMode(true);\n }\n break;\n }\n case \"s\":\n if (activeCanvas === \"color\") {\n event.preventDefault();\n setDrawingMode(false);\n }\n break;\n }\n }}\n >\n {children}\n \n );\n}\n","import useTools from \"./useTools\";\n\nexport default function CanvasToggle() {\n const { activeCanvasType, setActiveCanvasType, hasMetallic } = useTools();\n\n return (\n
\n {\n setActiveCanvasType(\"color\");\n }}\n >\n Color\n \n {hasMetallic ? (\n {\n setActiveCanvasType(\"metallic\");\n }}\n >\n Metallic\n \n ) : null}\n
\n );\n}\n","import getConfig from \"next/config\";\nimport useWarrior from \"./useWarrior\";\nimport { AiTwotoneFolderOpen } from \"react-icons/ai\";\nimport { useRef } from \"react\";\nimport useTools from \"./useTools\";\n\nconst { publicRuntimeConfig } = getConfig();\nconst { defaultSkins, customSkins, modelDefaults, materials } =\n publicRuntimeConfig;\n\nexport default function WarriorSelector() {\n const {\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n selectedSkin,\n setSelectedSkin,\n setSelectedSkinType,\n actualModel,\n setSelectedAnimation,\n setSkinImageUrls,\n setAnimationPaused,\n } = useWarrior();\n const { selectedMaterialIndex, setSelectedMaterialIndex } = useTools();\n const materialDefs = materials[actualModel];\n const materialDef = materialDefs[selectedMaterialIndex];\n const fileInputRef = useRef(null);\n\n return (\n
\n
\n \n {\n const parentNode = event.target.selectedOptions[0]\n .parentNode as HTMLElement;\n const newSelectedModel = event.target.value;\n const { modelType } = parentNode.dataset;\n if (!modelType) {\n throw new Error(\"No data-model-type found\");\n }\n const newModelHasSkin =\n defaultSkins[newSelectedModel]?.includes(selectedSkin) ||\n customSkins[newSelectedModel]?.includes(selectedSkin) ||\n false;\n // startTransition(() => {\n setSelectedAnimation(null);\n setAnimationPaused(false);\n setSelectedModelType(modelType);\n setSelectedModel(newSelectedModel);\n setSelectedMaterialIndex(0);\n if (!newModelHasSkin) {\n setSelectedSkin(modelDefaults[newSelectedModel] ?? null);\n setSelectedSkinType(\"default\");\n }\n // });\n }}\n >\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n {/* */}\n \n \n \n \n \n \n \n \n \n \n \n \n
\n
\n \n
\n {\n const parentNode = event.target.selectedOptions[0]\n .parentNode as HTMLElement;\n const skinType = event.target.value\n ? parentNode.dataset.skinType ?? null\n : null;\n setSelectedSkin(event.target.value || null);\n setSelectedSkinType(skinType);\n }}\n >\n \n {selectedModelType === \"player\" ? (\n <>\n \n {defaultSkins[actualModel]?.map((name: string) => {\n return (\n \n );\n })}\n \n \n {customSkins[actualModel]?.map((name: string) => {\n return (\n \n );\n })}\n \n \n ) : null}\n {selectedModelType === \"weapon\" ||\n selectedModelType === \"vehicle\" ? (\n <>\n {modelDefaults[actualModel] ? (\n \n \n \n ) : null}\n {customSkins[actualModel]?.length ? (\n \n {customSkins[actualModel].map((name: string) => (\n \n ))}\n \n ) : null}\n \n ) : null}\n \n {\n if (fileInputRef.current) {\n fileInputRef.current.click();\n }\n }}\n >\n \n \n {\n const imageUrl = await new Promise((resolve, reject) => {\n const inputFile = event.target.files?.[0];\n if (inputFile) {\n const reader = new FileReader();\n reader.addEventListener(\"load\", (event) => {\n resolve(event.target?.result as string);\n });\n reader.readAsDataURL(inputFile);\n } else {\n reject(new Error(\"No input file provided.\"));\n }\n });\n setSelectedSkin(null);\n setSkinImageUrls({ [materialDef.name]: imageUrl });\n }}\n type=\"file\"\n accept=\".png, image/png\"\n hidden\n />\n
\n
\n
\n );\n}\n","import { ReactNode, useEffect, useMemo, useState } from \"react\";\nimport getConfig from \"next/config\";\nimport useSettings from \"./useSettings\";\nimport { WarriorContext } from \"./useWarrior\";\nimport type { MaterialDefinition } from \"./Material\";\n\nconst { publicRuntimeConfig } = getConfig();\nconst { materials, modelDefaults } = publicRuntimeConfig;\nconst baseSkinPath = `https://exogen.github.io/t2-skins/skins`;\n\nexport function getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n}: {\n basePath: string;\n actualModel: string;\n selectedModelType: string;\n selectedSkin: string | null;\n selectedSkinType: string | null;\n}): Record {\n const materialDefs = materials[actualModel];\n switch (selectedModelType) {\n case \"player\":\n switch (selectedSkinType) {\n case \"default\":\n return {\n base: `${basePath}/textures/${selectedSkin}.${actualModel}.png`,\n };\n case \"custom\":\n return { base: `${baseSkinPath}/${selectedSkin}.${actualModel}.png` };\n }\n break;\n case \"weapon\":\n case \"vehicle\":\n return materialDefs.reduce(\n (\n skinImageUrls: Record,\n materialDef: MaterialDefinition\n ) => {\n if (materialDef) {\n switch (selectedSkinType) {\n case \"default\":\n if (materialDef.hasDefault !== false) {\n skinImageUrls[materialDef.name] = `${basePath}/textures/${\n materialDef.file ?? materialDef.name\n }.png`;\n }\n break;\n case \"custom\":\n skinImageUrls[\n materialDef.name\n ] = `${baseSkinPath}/${selectedSkin}/${\n materialDef.file ?? materialDef.name\n }.png`;\n break;\n }\n }\n return skinImageUrls;\n },\n {}\n );\n }\n return {};\n}\n\nfunction getModelUrl(\n basePath: string,\n actualModel: string,\n selectedAnimation: string | null\n) {\n switch (actualModel) {\n default:\n return `${basePath}/${actualModel}${\n selectedAnimation ? \".anim\" : \"\"\n }.glb`;\n }\n}\n\nexport default function WarriorProvider({ children }: { children: ReactNode }) {\n const [selectedModel, setSelectedModel] = useState(\"lmale\");\n const [selectedModelType, setSelectedModelType] = useState(\"player\");\n const [selectedSkin, setSelectedSkin] = useState(\n \"Blood Eagle\"\n );\n const [selectedSkinType, setSelectedSkinType] = useState(\n \"default\"\n );\n const [selectedAnimation, setSelectedAnimation] = useState(\n null\n );\n const [animationPaused, setAnimationPaused] = useState(false);\n const { basePath } = useSettings();\n const actualModel = selectedModel === \"hfemale\" ? \"hmale\" : selectedModel;\n const selectedModelUrl = getModelUrl(\n basePath,\n actualModel,\n selectedAnimation\n );\n\n const [skinImageUrls, setSkinImageUrls] = useState>(\n () =>\n getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n })\n );\n\n const defaultSkinImageUrls = useMemo(\n () =>\n getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin: modelDefaults[actualModel],\n selectedSkinType: \"default\",\n }),\n [actualModel, basePath, selectedModelType]\n );\n\n const context = useMemo(() => {\n return {\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls,\n };\n }, [\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls,\n ]);\n\n useEffect(() => {\n if (selectedSkin) {\n setSkinImageUrls(\n getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n })\n );\n }\n }, [\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n ]);\n\n return (\n \n {children}\n \n );\n}\n","import React, { useContext } from \"react\";\n\ninterface EnvironmentContextValue {\n selectedEnvironment: string | null;\n setSelectedEnvironment: (selectedEnvironment: string | null) => void;\n environmentImageUrl: string | null;\n}\n\nconst EnvironmentContext = React.createContext(\n null\n);\nEnvironmentContext.displayName = \"EnvironmentContext\";\n\nexport { EnvironmentContext };\n\nexport default function useEnvironment() {\n const context = useContext(EnvironmentContext);\n if (!context) {\n throw new Error(\"No EnvironmentContext.Provider\");\n }\n return context;\n}\n","import React, { useContext } from \"react\";\n\nexport type SkinImages = {\n colorImageUrl?: string;\n metallicImageUrl?: string;\n};\n\nexport type MaterialSkins = Record;\n\ninterface SkinContextValue {\n materialSkins: MaterialSkins;\n getSkinImages: (materialName: string) => SkinImages;\n setSkinImages: (materialName: string, skinImages: SkinImages) => void;\n getColorImageUrl: (materialName: string) => string | undefined;\n setColorImageUrl: (materialName: string, colorImageUrl: string) => void;\n getMetallicImageUrl: (materialName: string) => string | undefined;\n setMetallicImageUrl: (materialName: string, colorImageUrl: string) => void;\n}\n\nconst SkinContext = React.createContext(null);\nSkinContext.displayName = \"SkinContext\";\n\nexport { SkinContext };\n\nexport default function useSkin() {\n const context = useContext(SkinContext);\n if (!context) {\n throw new Error(\"No SkinContext.Provider\");\n }\n return context;\n}\n","import { useEffect } from \"react\";\nimport type { ModelViewerElement } from \"@google/model-viewer\";\nimport useSettings from \"./useSettings\";\nimport useSkin from \"./useSkin\";\nimport useModelViewer from \"./useModelViewer\";\n\n// const secondaryMaterialTextures: Record = {\n// disc: [\"textures/discshield2\"],\n// };\n\nexport type ModelMaterial = NonNullable<\n ModelViewerElement[\"model\"]\n>[\"materials\"][number];\n\nexport type MaterialDefinition = {\n index?: number;\n name: string;\n label?: string;\n file?: string;\n hasDefault?: boolean;\n size?: [number, number];\n hidden?: boolean;\n alphaMode?: \"BLEND\" | \"MASK\" | \"OPAQUE\";\n alphaCutoff?: number;\n baseColorFactor?: [number, number, number, number];\n emissiveFactor?: [number, number, number];\n emissiveTexture?: boolean;\n metallicFactor?: number;\n roughnessFactor?: number;\n};\n\nfunction useTexture({\n material,\n materialDef,\n textureType,\n imageUrl,\n}: {\n material: ModelMaterial;\n materialDef?: MaterialDefinition;\n textureType: \"baseColorTexture\" | \"metallicRoughnessTexture\";\n imageUrl?: string;\n}) {\n const { modelViewer } = useModelViewer();\n const { basePath } = useSettings();\n\n useEffect(() => {\n let stale = false;\n\n const updateTexture = async () => {\n if (!materialDef || materialDef.hidden) {\n if (textureType === \"metallicRoughnessTexture\") {\n return;\n } else {\n material.setAlphaMode(\"BLEND\");\n material.pbrMetallicRoughness.setBaseColorFactor([0, 0, 0, 0]);\n }\n } else {\n const {\n alphaMode,\n alphaCutoff,\n baseColorFactor,\n emissiveFactor,\n emissiveTexture = false,\n metallicFactor = 1,\n roughnessFactor = 1,\n } = materialDef;\n let textureUrl = imageUrl ?? `${basePath}/white.png`;\n switch (textureType) {\n case \"baseColorTexture\":\n if (baseColorFactor) {\n material.pbrMetallicRoughness.setBaseColorFactor(baseColorFactor);\n }\n if (alphaMode) {\n material.setAlphaMode(alphaMode);\n }\n if (alphaCutoff) {\n material.setAlphaCutoff(alphaCutoff);\n }\n if (emissiveFactor) {\n material.setEmissiveFactor(emissiveFactor);\n }\n break;\n case \"metallicRoughnessTexture\":\n material.pbrMetallicRoughness.setMetallicFactor(metallicFactor);\n material.pbrMetallicRoughness.setRoughnessFactor(roughnessFactor);\n if (metallicFactor === 0 && roughnessFactor === 1) {\n textureUrl = `${basePath}/green.png`;\n }\n }\n const texture = await modelViewer.createTexture(textureUrl);\n if (!stale) {\n material.pbrMetallicRoughness[textureType].setTexture(texture);\n if (textureType === \"baseColorTexture\" && emissiveTexture) {\n material.emissiveTexture.setTexture(texture);\n }\n }\n }\n };\n\n updateTexture();\n\n return () => {\n stale = true;\n };\n }, [basePath, modelViewer, material, materialDef, textureType, imageUrl]);\n}\n\ninterface MaterialProps {\n material: ModelMaterial;\n materialDef?: MaterialDefinition;\n}\n\nexport default function Material({ material, materialDef }: MaterialProps) {\n const { getSkinImages } = useSkin();\n const { colorImageUrl, metallicImageUrl } =\n getSkinImages(material.name) ?? {};\n\n useTexture({\n material,\n materialDef,\n textureType: \"baseColorTexture\",\n imageUrl: colorImageUrl,\n });\n useTexture({\n material,\n materialDef,\n textureType: \"metallicRoughnessTexture\",\n imageUrl: metallicImageUrl,\n });\n\n return null;\n}\n","import getConfig from \"next/config\";\nimport Material, { MaterialDefinition } from \"./Material\";\nimport useModelViewer from \"./useModelViewer\";\nimport useWarrior from \"./useWarrior\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nexport default function Materials() {\n const { actualModel } = useWarrior();\n const { model } = useModelViewer();\n const materialDefs: MaterialDefinition[] = materials[actualModel];\n\n return (\n <>\n {model.materials.map((material, i) => {\n const materialDef =\n materialDefs.find((materialDef) => materialDef.index === i) ??\n materialDefs[i];\n return (\n \n );\n })}\n \n );\n}\n","import dynamic from \"next/dynamic\";\nimport getConfig from \"next/config\";\nimport useEnvironment from \"./useEnvironment\";\nimport useWarrior from \"./useWarrior\";\nimport Materials from \"./Materials\";\n\nconst ModelViewer = dynamic(() => import(\"./ModelViewer\"), { ssr: false });\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { cameraOverrides } = publicRuntimeConfig;\n\nexport default function WarriorViewer() {\n const {\n selectedModel,\n selectedModelUrl,\n selectedModelType,\n selectedAnimation,\n animationPaused,\n } = useWarrior();\n const { environmentImageUrl } = useEnvironment();\n\n return (\n \n \n \n );\n}\n","import useEnvironment from \"./useEnvironment\";\n\nexport default function EnvironmentSelector() {\n const { selectedEnvironment, setSelectedEnvironment } = useEnvironment();\n\n return (\n <>\n \n {\n setSelectedEnvironment(event.target.value || null);\n }}\n >\n \n \n \n \n \n \n \n \n \n \n \n \n \n );\n}\n","import { useMemo } from \"react\";\nimport getConfig from \"next/config\";\nimport { IoMdPlay, IoMdPause } from \"react-icons/io\";\nimport useWarrior from \"./useWarrior\";\n\nconst { publicRuntimeConfig } = getConfig();\nconst { animations, animationLabels, animationLabelOverrides } =\n publicRuntimeConfig;\n\nexport default function AnimationSelector() {\n const {\n actualModel,\n selectedModelType,\n selectedAnimation,\n setSelectedAnimation,\n animationPaused,\n setAnimationPaused,\n } = useWarrior();\n\n const animationList = useMemo(\n () => [\n ...(selectedModelType === \"player\" ? animations.global : []),\n ...(animations[actualModel] ?? []),\n ],\n [actualModel, selectedModelType]\n );\n\n return (\n <>\n \n
\n {\n setSelectedAnimation(event.target.value || null);\n setAnimationPaused(false);\n }}\n >\n \n {animationList.map((animationName) => {\n const label =\n animationLabelOverrides[actualModel]?.[animationName] ??\n animationLabels[animationName];\n return (\n \n );\n })}\n \n {\n setAnimationPaused((animationPaused) => !animationPaused);\n }}\n >\n {animationPaused || !selectedAnimation ? : }\n \n
\n \n );\n}\n","import { ReactNode, useMemo, useState } from \"react\";\nimport { EnvironmentContext } from \"./useEnvironment\";\nimport useSettings from \"./useSettings\";\n\nexport default function EnvironmentProvider({\n children,\n}: {\n children: ReactNode;\n}) {\n const [selectedEnvironment, setSelectedEnvironment] = useState(\n null\n );\n const { basePath } = useSettings();\n\n const context = useMemo(() => {\n const environmentImageUrl = selectedEnvironment\n ? `${basePath}/${selectedEnvironment}`\n : null;\n return {\n selectedEnvironment,\n setSelectedEnvironment,\n environmentImageUrl,\n };\n }, [basePath, selectedEnvironment, setSelectedEnvironment]);\n\n return (\n \n {children}\n \n );\n}\n","import { ReactNode, useMemo, useState } from \"react\";\nimport { SkinContext, MaterialSkins, SkinImages } from \"./useSkin\";\n\nexport default function SkinProvider({ children }: { children: ReactNode }) {\n const [materialSkins, setMaterialSkins] = useState({});\n\n const setters = useMemo(\n () => ({\n setSkinImages(materialName: string, skinImages: SkinImages) {\n setMaterialSkins((materialSkins) => {\n return {\n ...materialSkins,\n [materialName]: skinImages,\n };\n });\n },\n setColorImageUrl(materialName: string, colorImageUrl: string) {\n setMaterialSkins((materialSkins) => {\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n colorImageUrl,\n },\n };\n });\n },\n setMetallicImageUrl(materialName: string, metallicImageUrl: string) {\n setMaterialSkins((materialSkins) => {\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n metallicImageUrl,\n },\n };\n });\n },\n }),\n []\n );\n\n const context = useMemo(() => {\n return {\n materialSkins,\n getSkinImages(materialName: string) {\n return materialSkins[materialName];\n },\n getColorImageUrl(materialName: string) {\n return materialSkins[materialName].colorImageUrl;\n },\n getMetallicImageUrl(materialName: string) {\n return materialSkins[materialName].metallicImageUrl;\n },\n ...setters,\n };\n }, [materialSkins, setters]);\n\n return (\n {children}\n );\n}\n","import getConfig from \"next/config\";\nimport useTools from \"./useTools\";\nimport useWarrior from \"./useWarrior\";\nimport { MaterialDefinition } from \"./Material\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nexport default function MaterialSelector() {\n const { actualModel } = useWarrior();\n const { selectedMaterialIndex, setSelectedMaterialIndex } = useTools();\n const materialDefs: MaterialDefinition[] = materials[actualModel];\n\n return (\n {\n setSelectedMaterialIndex(parseInt(event.target.value, 10));\n }}\n >\n {materialDefs.map((materialDef, i) =>\n materialDef && !materialDef.hidden ? (\n \n ) : null\n )}\n \n );\n}\n","import { useCallback, useEffect, useRef, useState } from \"react\";\nimport useCanvas from \"./useCanvas\";\nimport useSettings from \"./useSettings\";\nimport useTools from \"./useTools\";\nimport { fabric } from \"fabric\";\nimport { createFabricImage } from \"./fabricUtils\";\n\ntype JSONSnapshot = ReturnType;\n\nfunction updateObjectControlOptions() {\n fabric.Object.prototype.set({\n transparentCorners: false,\n borderColor: \"#8afff1\",\n cornerSize: 9,\n cornerStyle: \"circle\",\n cornerColor: \"#8afff1\",\n cornerStrokeColor: \"#1c9f7c\",\n strokeWidth: 10,\n perPixelTargetFind: true,\n });\n}\n\nexport interface CanvasProps {\n canvasId: string;\n canvasType: \"color\" | \"metallic\";\n onChange: (canvas: fabric.Canvas) => void;\n baseImageUrl: string | null;\n textureSize: [number, number];\n defaultDrawingMode?: boolean;\n}\n\nexport default function Canvas({\n canvasId,\n onChange,\n baseImageUrl,\n textureSize,\n defaultDrawingMode = false,\n}: CanvasProps) {\n const canvasElementRef = useRef(null);\n const [canvas, setCanvas] = useState(null);\n const { activeCanvas } = useTools();\n const { canvasPadding } = useSettings();\n const { registerCanvas, unregisterCanvas } = useCanvas();\n const [isDrawingMode, setDrawingMode] = useState(defaultDrawingMode);\n const handleChangeRef = useRef();\n const trackChanges = useRef(true);\n const [undoHistory, setUndoHistory] = useState(() => []);\n const [redoHistory, setRedoHistory] = useState(() => []);\n\n const canUndo = undoHistory.length > 1;\n const canRedo = redoHistory.length > 0;\n\n const handleChange: CanvasProps[\"onChange\"] = useCallback((canvas) => {\n const handleChange = handleChangeRef.current;\n if (handleChange) {\n handleChange(canvas);\n }\n }, []);\n\n const undo = useCallback(async () => {\n if (!canvas) {\n return;\n }\n if (undoHistory.length > 1) {\n const [restoreState, currentState] = undoHistory.slice(-2);\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(restoreState, () => {\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory) => undoHistory.slice(0, -1));\n setRedoHistory((redoHistory) => [currentState, ...redoHistory]);\n }\n }, [canvas, undoHistory]);\n\n const redo = useCallback(() => {\n if (!canvas) {\n return;\n }\n if (redoHistory.length > 0) {\n const nextState = redoHistory[0];\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(nextState, () => {\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory) => [...undoHistory, nextState]);\n setRedoHistory((redoHistory) => redoHistory.slice(1));\n }\n }, [canvas, redoHistory]);\n\n useEffect(() => {\n handleChangeRef.current = onChange;\n }, [onChange]);\n\n const isActive = activeCanvas === canvasId;\n\n useEffect(() => {\n const options = {\n preserveObjectStacking: true,\n targetFindTolerance: 2,\n };\n updateObjectControlOptions();\n\n const canvas = new fabric.Canvas(canvasElementRef.current, options);\n\n let isSnapshotting = false;\n let changeTimer: ReturnType;\n\n const handleChangeWithCanvasArg = () => {\n handleChange(canvas);\n };\n\n const handleRender = () => {\n if (isSnapshotting) {\n return;\n }\n if (!trackChanges.current) {\n return;\n }\n clearTimeout(changeTimer);\n changeTimer = setTimeout(() => {\n const snapshot = snapshotCanvas();\n setUndoHistory((history) => [...history.slice(-5), snapshot]);\n setRedoHistory([]);\n }, 150);\n };\n\n const snapshotCanvas = () => {\n isSnapshotting = true;\n const snapshot = canvas.toJSON([\n \"lockMovementX\",\n \"lockMovementY\",\n \"lockRotation\",\n \"lockScalingX\",\n \"lockScalingY\",\n \"selectable\",\n \"hoverCursor\",\n \"moveCursor\",\n ]);\n isSnapshotting = false;\n return snapshot;\n };\n\n canvas.on(\"object:modified\", handleChangeWithCanvasArg);\n canvas.on(\"object:added\", handleChangeWithCanvasArg);\n canvas.on(\"object:removed\", handleChangeWithCanvasArg);\n canvas.on(\"after:render\", handleRender);\n\n setCanvas(canvas);\n\n return () => {\n clearTimeout(changeTimer);\n setCanvas(null);\n canvas.dispose();\n };\n }, [handleChange]);\n\n useEffect(() => {\n if (canvas) {\n canvas.isDrawingMode = isDrawingMode;\n }\n }, [canvas, isDrawingMode]);\n\n useEffect(() => {\n if (canvas && isActive) {\n canvas.calcOffset();\n }\n }, [canvas, isActive]);\n\n useEffect(() => {\n if (canvas) {\n registerCanvas(canvasId, {\n canvas,\n notifyChange: () => {\n canvas.renderAll();\n handleChange(canvas);\n },\n undo,\n redo,\n canUndo,\n canRedo,\n isDrawingMode,\n setDrawingMode,\n });\n return () => {\n unregisterCanvas(canvasId);\n };\n }\n }, [\n canvas,\n registerCanvas,\n unregisterCanvas,\n canvasId,\n handleChange,\n isDrawingMode,\n setDrawingMode,\n undo,\n redo,\n canUndo,\n canRedo,\n ]);\n\n useEffect(() => {\n if (canvas && textureSize) {\n trackChanges.current = false;\n canvas.clear();\n if (baseImageUrl) {\n let stale = false;\n const addImage = async () => {\n const image = await createFabricImage(baseImageUrl);\n if (!stale) {\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n image.selectable = false;\n image.lockMovementX = true;\n image.lockMovementY = true;\n image.lockScalingX = true;\n image.lockScalingY = true;\n image.lockRotation = true;\n image.hoverCursor = \"default\";\n image.moveCursor = \"default\";\n const [expectedWidth, expectedHeight] = textureSize;\n const scaleX =\n image.width === expectedWidth ? 1 : expectedWidth / image.width;\n const scaleY =\n image.height === expectedHeight\n ? 1\n : expectedHeight / image.height;\n if (scaleX !== 1 || scaleY !== 1) {\n image.scaleX = scaleX;\n image.scaleY = scaleY;\n }\n canvas.centerObject(image);\n canvas.add(image);\n }\n trackChanges.current = true;\n canvas.requestRenderAll();\n };\n\n addImage();\n\n return () => {\n stale = true;\n };\n }\n }\n }, [canvas, baseImageUrl, textureSize]);\n\n return (\n
\n \n
\n );\n}\n","import React, { useContext } from \"react\";\n\ninterface ImageLoaderContextValue {\n loadImage: (url: string) => Promise;\n}\n\nexport const ImageLoaderContext =\n React.createContext(null);\nImageLoaderContext.displayName = \"ImageLoaderContext\";\n\nexport default function useImageLoader() {\n const context = useContext(ImageLoaderContext);\n if (!context) {\n throw new Error(\"ImageLoaderContext.Provider not found!\");\n }\n return context;\n}\n","import { useCallback, useEffect, useMemo, useState } from \"react\";\nimport Canvas, { CanvasProps } from \"./Canvas\";\nimport useSettings from \"./useSettings\";\nimport useSkin from \"./useSkin\";\nimport type { MaterialDefinition } from \"./Material\";\nimport useWarrior from \"./useWarrior\";\nimport useImageWorker from \"./useImageWorker\";\nimport useImageLoader from \"./useImageLoader\";\n\nconst defaultTextureSize = [512, 512] as [number, number];\n\nexport default function ColorCanvas({\n materialDef,\n}: {\n materialDef: MaterialDefinition;\n}) {\n const { skinImageUrls, defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setColorImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [noAlphaImageUrl, setNoAlphaImageUrl] = useState(null);\n const { removeAlphaFromArrayBuffer } = useImageWorker();\n const { loadImage } = useImageLoader();\n\n const textureSize = useMemo(\n () => materialDef.size ?? defaultTextureSize,\n [materialDef]\n );\n\n const handleChange = useCallback(\n async (canvas) => {\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n setColorImageUrl(materialDef.name, imageUrl);\n },\n [textureSize, canvasPadding, setColorImageUrl, materialDef]\n );\n\n useEffect(() => {\n if (skinImageUrl) {\n let stale = false;\n\n const generateImageUrl = async () => {\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await removeAlphaFromArrayBuffer(arrayBuffer);\n if (!stale) {\n setNoAlphaImageUrl(outputImageUrl);\n }\n };\n\n generateImageUrl();\n\n return () => {\n stale = true;\n };\n } else {\n setNoAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n removeAlphaFromArrayBuffer,\n loadImage,\n ]);\n\n const canvasId = `${materialDef.name}:color`;\n\n return textureSize ? (\n \n ) : null;\n}\n","import { useCallback, useEffect, useRef, useMemo, useState } from \"react\";\nimport Canvas, { CanvasProps } from \"./Canvas\";\nimport useImageWorker from \"./useImageWorker\";\nimport useSettings from \"./useSettings\";\nimport type { MaterialDefinition } from \"./Material\";\nimport useSkin from \"./useSkin\";\nimport useWarrior from \"./useWarrior\";\nimport useImageLoader from \"./useImageLoader\";\n\nconst defaultTextureSize = [512, 512] as [number, number];\n\nexport default function MetallicCanvas({\n materialDef,\n}: {\n materialDef: MaterialDefinition;\n}) {\n const { skinImageUrls, defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setMetallicImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [alphaImageUrl, setAlphaImageUrl] = useState(null);\n const runningChangeHandlers = useRef(0);\n const {\n convertGrayscaleImageUrlToMetallicRoughness,\n convertArrayBufferAlphaToGrayscale,\n } = useImageWorker();\n const { loadImage } = useImageLoader();\n\n const textureSize = useMemo(\n () => materialDef.size ?? defaultTextureSize,\n [materialDef]\n );\n\n const handleChange = useCallback(\n async (canvas) => {\n runningChangeHandlers.current += 1;\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n let outputImageUrl;\n try {\n outputImageUrl = await convertGrayscaleImageUrlToMetallicRoughness(\n imageUrl\n );\n } finally {\n runningChangeHandlers.current -= 1;\n }\n if (runningChangeHandlers.current === 0) {\n setMetallicImageUrl(materialDef.name, outputImageUrl);\n }\n },\n [\n textureSize,\n canvasPadding,\n setMetallicImageUrl,\n convertGrayscaleImageUrlToMetallicRoughness,\n materialDef,\n ]\n );\n\n useEffect(() => {\n if (skinImageUrl) {\n let stale = false;\n\n const generateImageUrl = async () => {\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await convertArrayBufferAlphaToGrayscale(\n arrayBuffer\n );\n if (!stale) {\n setAlphaImageUrl(outputImageUrl);\n }\n };\n\n generateImageUrl();\n\n return () => {\n stale = true;\n };\n } else {\n setAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n textureSize,\n convertArrayBufferAlphaToGrayscale,\n loadImage,\n ]);\n\n const canvasId = `${materialDef.name}:metallic`;\n\n return textureSize ? (\n \n ) : null;\n}\n","import React from \"react\";\nimport getConfig from \"next/config\";\nimport ColorCanvas from \"./ColorCanvas\";\nimport MetallicCanvas from \"./MetallicCanvas\";\nimport useWarrior from \"./useWarrior\";\nimport { MaterialDefinition } from \"./Material\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nexport default function MaterialCanvases() {\n const { actualModel } = useWarrior();\n const materialDefs: MaterialDefinition[] = materials[actualModel];\n\n return (\n <>\n {materialDefs.map((materialDef) => {\n if (!materialDef) {\n return null;\n }\n const hasMetallic = !(\n materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1\n );\n return (\n \n \n {hasMetallic ? : null}\n \n );\n })}\n \n );\n}\n","import { useQueryClient } from \"@tanstack/react-query\";\nimport { ReactNode, useMemo } from \"react\";\nimport { ImageLoaderContext } from \"./useImageLoader\";\nimport { imageUrlToArrayBuffer } from \"./imageUtils\";\n\nexport default function ImageLoaderProvider({\n children,\n}: {\n children: ReactNode;\n}) {\n const queryClient = useQueryClient();\n const context = useMemo(() => {\n return {\n async loadImage(imageUrl: string) {\n if (imageUrl.startsWith(\"data:\")) {\n return imageUrlToArrayBuffer(imageUrl);\n } else {\n const arrayBuffer = await queryClient.fetchQuery({\n queryKey: [imageUrl],\n });\n return arrayBuffer;\n }\n },\n };\n }, [queryClient]);\n\n return (\n \n {children}\n \n );\n}\n","import Head from \"next/head\";\nimport CanvasTools from \"../CanvasTools\";\nimport ToolsProvider from \"../ToolsProvider\";\nimport CanvasBackdrop from \"../CanvasBackdrop\";\nimport CanvasProvider from \"../CanvasProvider\";\nimport CanvasInteractions from \"../CanvasInteractions\";\nimport CanvasToggle from \"../CanvasToggle\";\nimport WarriorSelector from \"../WarriorSelector\";\nimport WarriorProvider from \"../WarriorProvider\";\nimport WarriorViewer from \"../WarriorViewer\";\nimport EnvironmentSelector from \"../EnvironmentSelector\";\nimport AnimationSelector from \"../AnimationSelector\";\nimport EnvironmentProvider from \"../EnvironmentProvider\";\nimport SkinProvider from \"../SkinProvider\";\nimport MaterialSelector from \"../MaterialSelector\";\nimport MaterialCanvases from \"../MaterialCanvases\";\nimport ImageLoaderProvider from \"../ImageLoaderProvider\";\nimport {\n QueryClient,\n QueryClientProvider,\n QueryKey,\n} from \"@tanstack/react-query\";\nimport { imageUrlToArrayBuffer } from \"../imageUtils\";\n\nasync function imageFetcher({ queryKey }: { queryKey: QueryKey }) {\n const [imageUrl] = queryKey as [string];\n return imageUrlToArrayBuffer(imageUrl);\n}\n\nconst queryClient = new QueryClient({\n defaultOptions: {\n queries: {\n queryFn: imageFetcher,\n staleTime: Infinity,\n cacheTime: 60000,\n refetchOnWindowFocus: false,\n refetchOnReconnect: false,\n },\n },\n});\n\nexport default function HomePage() {\n return (\n <>\n \n T2 Model Viewer & Skinner\n \n \n
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Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */\n\nvar fabric = fabric || { version: '5.2.1' };\nif (typeof exports !== 'undefined') {\n exports.fabric = fabric;\n}\n/* _AMD_START_ */\nelse if (typeof define === 'function' && define.amd) {\n define([], function() { return fabric; });\n}\n/* _AMD_END_ */\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n if (document instanceof (typeof HTMLDocument !== 'undefined' ? HTMLDocument : Document)) {\n fabric.document = document;\n }\n else {\n fabric.document = document.implementation.createHTMLDocument('');\n }\n fabric.window = window;\n}\nelse {\n // assume we're running under node.js when document/window are not present\n var jsdom = require('jsdom');\n var virtualWindow = new jsdom.JSDOM(\n decodeURIComponent('%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E'),\n {\n features: {\n FetchExternalResources: ['img']\n },\n resources: 'usable'\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = require('jsdom/lib/jsdom/living/generated/utils').implForWrapper;\n fabric.nodeCanvas = require('jsdom/lib/jsdom/utils').Canvas;\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n\n/**\n * True when in environment that supports touch events\n * @type boolean\n */\nfabric.isTouchSupported = 'ontouchstart' in fabric.window || 'ontouchstart' in fabric.document ||\n (fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);\n\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */\nfabric.isLikelyNode = typeof Buffer !== 'undefined' &&\n typeof window === 'undefined';\n\n\n\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */\nfabric.DPI = 96;\nfabric.reNum = '(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)';\nfabric.commaWsp = '(?:\\\\s+,?\\\\s*|,\\\\s*)';\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = { };\nfabric.iMatrix = [1, 0, 0, 1, 0, 0];\nfabric.svgNS = 'http://www.w3.org/2000/svg';\n\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.perfLimitSizeTotal = 2097152;\n\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.maxCacheSideLimit = 4096;\n\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.minCacheSideLimit = 256;\n\n/**\n * Cache Object for widths of chars in text rendering.\n */\nfabric.charWidthsCache = { };\n\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */\nfabric.textureSize = 2048;\n\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */\nfabric.disableStyleCopyPaste = false;\n\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */\nfabric.enableGLFiltering = true;\n\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */\nfabric.devicePixelRatio = fabric.window.devicePixelRatio ||\n fabric.window.webkitDevicePixelRatio ||\n fabric.window.mozDevicePixelRatio ||\n 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */\nfabric.browserShadowBlurConstant = 1;\n\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.arcToSegmentsCache = { };\n\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.boundsOfCurveCache = { };\n\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */\nfabric.cachesBoundsOfCurve = true;\n\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */\nfabric.forceGLPutImageData = false;\n\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log('max texture size: ' + fabric.maxTextureSize);\n return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));\n }\n else if (fabric.Canvas2dFilterBackend) {\n return (new fabric.Canvas2dFilterBackend());\n }\n};\n(function() {\n\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */\n function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n }\n else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */\n function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = { };\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n this.on(prop, eventName[prop]);\n }\n }\n else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n\n function _once(eventName, handler) {\n var _handler = function () {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }.bind(this);\n this.on(eventName, _handler);\n }\n\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n _once.call(this, prop, eventName[prop]);\n }\n }\n else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */\n function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for (eventName in this.__eventListeners) {\n _removeEventListener.call(this, eventName);\n }\n }\n // one object with key/value pairs was passed\n else if (arguments.length === 1 && typeof arguments[0] === 'object') {\n for (var prop in eventName) {\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n }\n else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */\n function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n\n for (var i = 0, len = listenersForEvent.length; i < len; i++) {\n listenersForEvent[i] && listenersForEvent[i].call(this, options || { });\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */\n fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off,\n };\n})();\n/**\n * @namespace fabric.Collection\n */\nfabric.Collection = {\n\n _objects: [],\n\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n add: function () {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for (var i = 0, length = arguments.length; i < length; i++) {\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */\n insertAt: function (object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n }\n else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n remove: function() {\n var objects = this._objects,\n index, somethingRemoved = false;\n\n for (var i = 0, length = arguments.length; i < length; i++) {\n index = objects.indexOf(arguments[i]);\n\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */\n forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for (var i = 0, len = objects.length; i < len; i++) {\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */\n getObjects: function(type) {\n if (typeof type === 'undefined') {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */\n item: function (index) {\n return this._objects[index];\n },\n\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */\n isEmpty: function () {\n return this._objects.length === 0;\n },\n\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */\n size: function() {\n return this._objects.length;\n },\n\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */\n contains: function (object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n }\n else if (deep) {\n return this._objects.some(function (obj) {\n return typeof obj.contains === 'function' && obj.contains(object, true);\n });\n }\n return false;\n },\n\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */\n complexity: function () {\n return this._objects.reduce(function (memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n/**\n * @namespace fabric.CommonMethods\n */\nfabric.CommonMethods = {\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n _setOptions: function(options) {\n for (var prop in options) {\n this.set(prop, options[prop]);\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */\n _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */\n _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n */\n _setObject: function(obj) {\n for (var prop in obj) {\n this._set(prop, obj[prop]);\n }\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n if (typeof key === 'object') {\n this._setObject(key);\n }\n else {\n this._set(key, value);\n }\n return this;\n },\n\n _set: function(key, value) {\n this[key] = value;\n },\n\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */\n toggle: function(property) {\n var value = this.get(property);\n if (typeof value === 'boolean') {\n this.set(property, !value);\n }\n return this;\n },\n\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */\n get: function(property) {\n return this[property];\n }\n};\n(function(global) {\n\n var sqrt = Math.sqrt,\n atan2 = Math.atan2,\n pow = Math.pow,\n PiBy180 = Math.PI / 180,\n PiBy2 = Math.PI / 2;\n\n /**\n * @namespace fabric.util\n */\n fabric.util = {\n\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n cos: function(angle) {\n if (angle === 0) { return 1; }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch (angleSlice) {\n case 1: case 3: return 0;\n case 2: return -1;\n }\n return Math.cos(angle);\n },\n\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n sin: function(angle) {\n if (angle === 0) { return 0; }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch (angleSlice) {\n case 1: return sign;\n case 2: return 0;\n case 3: return -sign;\n }\n return Math.sin(angle);\n },\n\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */\n removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */\n getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */\n degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */\n radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */\n rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y),\n v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */\n rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians),\n cos = fabric.util.cos(radians),\n rx = vector.x * cos - vector.y * sin,\n ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n\n /**\n * Creates a vetor from points represented as a point\n * @static\n * @memberOf fabric.util\n *\n * @typedef {Object} Point\n * @property {number} x\n * @property {number} y\n *\n * @param {Point} from\n * @param {Point} to\n * @returns {Point} vector\n */\n createVector: function (from, to) {\n return new fabric.Point(to.x - from.x, to.y - from.y);\n },\n\n /**\n * Calculates angle between 2 vectors using dot product\n * @static\n * @memberOf fabric.util\n * @param {Point} a\n * @param {Point} b\n * @returns the angle in radian between the vectors\n */\n calcAngleBetweenVectors: function (a, b) {\n return Math.acos((a.x * b.x + a.y * b.y) / (Math.hypot(a.x, a.y) * Math.hypot(b.x, b.y)));\n },\n\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} v\n * @returns {Point} vector representing the unit vector of pointing to the direction of `v`\n */\n getHatVector: function (v) {\n return new fabric.Point(v.x, v.y).multiply(1 / Math.hypot(v.x, v.y));\n },\n\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} A\n * @param {Point} B\n * @param {Point} C\n * @returns {{ vector: Point, angle: number }} vector representing the bisector of A and A's angle\n */\n getBisector: function (A, B, C) {\n var AB = fabric.util.createVector(A, B), AC = fabric.util.createVector(A, C);\n var alpha = fabric.util.calcAngleBetweenVectors(AB, AC);\n // check if alpha is relative to AB->BC\n var ro = fabric.util.calcAngleBetweenVectors(fabric.util.rotateVector(AB, alpha), AC);\n var phi = alpha * (ro === 0 ? 1 : -1) / 2;\n return {\n vector: fabric.util.getHatVector(fabric.util.rotateVector(AB, phi)),\n angle: alpha\n };\n },\n\n /**\n * Project stroke width on points returning 2 projections for each point as follows:\n * - `miter`: 2 points corresponding to the outer boundary and the inner boundary of stroke.\n * - `bevel`: 2 points corresponding to the bevel boundaries, tangent to the bisector.\n * - `round`: same as `bevel`\n * Used to calculate object's bounding box\n * @static\n * @memberOf fabric.util\n * @param {Point[]} points\n * @param {Object} options\n * @param {number} options.strokeWidth\n * @param {'miter'|'bevel'|'round'} options.strokeLineJoin\n * @param {number} options.strokeMiterLimit https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit\n * @param {boolean} options.strokeUniform\n * @param {number} options.scaleX\n * @param {number} options.scaleY\n * @param {boolean} [openPath] whether the shape is open or not, affects the calculations of the first and last points\n * @returns {fabric.Point[]} array of size 2n/4n of all suspected points\n */\n projectStrokeOnPoints: function (points, options, openPath) {\n var coords = [], s = options.strokeWidth / 2,\n strokeUniformScalar = options.strokeUniform ?\n new fabric.Point(1 / options.scaleX, 1 / options.scaleY) : new fabric.Point(1, 1),\n getStrokeHatVector = function (v) {\n var scalar = s / (Math.hypot(v.x, v.y));\n return new fabric.Point(v.x * scalar * strokeUniformScalar.x, v.y * scalar * strokeUniformScalar.y);\n };\n if (points.length <= 1) {return coords;}\n points.forEach(function (p, index) {\n var A = new fabric.Point(p.x, p.y), B, C;\n if (index === 0) {\n C = points[index + 1];\n B = openPath ? getStrokeHatVector(fabric.util.createVector(C, A)).addEquals(A) : points[points.length - 1];\n }\n else if (index === points.length - 1) {\n B = points[index - 1];\n C = openPath ? getStrokeHatVector(fabric.util.createVector(B, A)).addEquals(A) : points[0];\n }\n else {\n B = points[index - 1];\n C = points[index + 1];\n }\n var bisector = fabric.util.getBisector(A, B, C),\n bisectorVector = bisector.vector,\n alpha = bisector.angle,\n scalar,\n miterVector;\n if (options.strokeLineJoin === 'miter') {\n scalar = -s / Math.sin(alpha / 2);\n miterVector = new fabric.Point(\n bisectorVector.x * scalar * strokeUniformScalar.x,\n bisectorVector.y * scalar * strokeUniformScalar.y\n );\n if (Math.hypot(miterVector.x, miterVector.y) / s <= options.strokeMiterLimit) {\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n return;\n }\n }\n scalar = -s * Math.SQRT2;\n miterVector = new fabric.Point(\n bisectorVector.x * scalar * strokeUniformScalar.x,\n bisectorVector.y * scalar * strokeUniformScalar.y\n );\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n });\n return coords;\n },\n\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */\n transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y,\n t[1] * p.x + t[3] * p.y\n );\n }\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y + t[4],\n t[1] * p.x + t[3] * p.y + t[5]\n );\n },\n\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */\n makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for (var i = 0; i < points.length; i++) {\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],\n minX = fabric.util.array.min(xPoints),\n maxX = fabric.util.array.max(xPoints),\n width = maxX - minX,\n yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],\n minY = fabric.util.array.min(yPoints),\n maxY = fabric.util.array.max(yPoints),\n height = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */\n invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]),\n r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],\n o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */\n toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */\n parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value),\n number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch (unit[0]) {\n case 'mm':\n return number * fabric.DPI / 25.4;\n\n case 'cm':\n return number * fabric.DPI / 2.54;\n\n case 'in':\n return number * fabric.DPI;\n\n case 'pt':\n return number * fabric.DPI / 72; // or * 4 / 3\n\n case 'pc':\n return number * fabric.DPI / 72 * 12; // or * 16\n\n case 'em':\n return number * fontSize;\n\n default:\n return number;\n }\n },\n\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */\n falseFunction: function() {\n return false;\n },\n\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */\n getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */\n getSvgAttributes: function(type) {\n var attributes = [\n 'instantiated_by_use',\n 'style',\n 'id',\n 'class'\n ];\n switch (type) {\n case 'linearGradient':\n attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);\n break;\n case 'radialGradient':\n attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);\n break;\n case 'stop':\n attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);\n break;\n }\n return attributes;\n },\n\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */\n resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n\n var parts = namespace.split('.'),\n len = parts.length, i,\n obj = global || fabric.window;\n\n for (i = 0; i < len; ++i) {\n obj = obj[parts[i]];\n }\n\n return obj;\n },\n\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */\n loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n\n var img = fabric.util.createImage();\n\n /** @ignore */\n var onLoadCallback = function () {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n\n img.onload = onLoadCallback;\n /** @ignore */\n img.onerror = function() {\n fabric.log('Error loading ' + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf('data') !== 0 &&\n crossOrigin !== undefined &&\n crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0,14) === 'data:image/svg') {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n\n img.src = url;\n },\n\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */\n loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement('div');\n div.style.width = div.style.height = '1px';\n div.style.left = div.style.top = '-100%';\n div.style.position = 'absolute';\n div.appendChild(img);\n fabric.document.querySelector('body').appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */\n img.onload = function () {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */\n enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n\n var enlivenedObjects = [],\n numLoadedObjects = 0,\n numTotalObjects = objects.length;\n\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n\n objects.forEach(function (o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function (obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n\n /**\n * Creates corresponding fabric instances residing in an object, e.g. `clipPath`\n * @see {@link fabric.Object.ENLIVEN_PROPS}\n * @param {Object} object\n * @param {Object} [context] assign enlived props to this object (pass null to skip this)\n * @param {(objects:fabric.Object[]) => void} callback\n */\n enlivenObjectEnlivables: function (object, context, callback) {\n var enlivenProps = fabric.Object.ENLIVEN_PROPS.filter(function (key) { return !!object[key]; });\n fabric.util.enlivenObjects(enlivenProps.map(function (key) { return object[key]; }), function (enlivedProps) {\n var objects = {};\n enlivenProps.forEach(function (key, index) {\n objects[key] = enlivedProps[index];\n context && (context[key] = enlivedProps[index]);\n });\n callback && callback(objects);\n });\n },\n\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */\n enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n\n var enlivenedPatterns = [],\n numLoadedPatterns = 0,\n numPatterns = patterns.length;\n\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n\n patterns.forEach(function (p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n }\n else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */\n groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n }\n else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== 'undefined') {\n object.sourcePath = path;\n }\n return object;\n },\n\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */\n populateWithProperties: function(source, destination, properties) {\n if (properties && Array.isArray(properties)) {\n for (var i = 0, len = properties.length; i < len; i++) {\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n createCanvasElement: function() {\n return fabric.document.createElement('canvas');\n },\n\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext('2d').drawImage(canvas, 0, 0);\n return newCanvas;\n },\n\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */\n toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL('image/' + format, quality);\n },\n\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */\n createImage: function() {\n return fabric.document.createElement('img');\n },\n\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */\n multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */\n qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]),\n denom = pow(a[0], 2) + pow(a[1], 2),\n scaleX = sqrt(denom),\n scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX,\n skewX = atan2(a[0] * a[2] + a[1] * a [3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */\n calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle),\n cos = fabric.util.cos(theta),\n sin = fabric.util.sin(theta);\n return [cos, sin, -sin, cos, 0, 0];\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewY]\n * @return {Number[]} transform matrix\n */\n calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === 'undefined' ? 1 : options.scaleX,\n scaleY = typeof options.scaleY === 'undefined' ? 1 : options.scaleY,\n scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0],\n multiply = fabric.util.multiplyTransformMatrices,\n degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, 0, Math.tan(degreesToRadians(options.skewX)), 1],\n true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, Math.tan(degreesToRadians(options.skewY)), 0, 1],\n true);\n }\n return scaleMatrix;\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */\n composeMatrix: function(options) {\n var matrix = [1, 0, 0, 1, options.translateX || 0, options.translateY || 0],\n multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 ||\n options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */\n resetObjectTransform: function (target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */\n saveObjectTransform: function (target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */\n isTransparent: function(ctx, x, y, tolerance) {\n\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n }\n else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n }\n else {\n y = 0;\n }\n }\n\n var _isTransparent = true, i, temp,\n imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),\n l = imageData.data.length;\n\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for (i = 3; i < l; i += 4) {\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n\n imageData = null;\n\n return _isTransparent;\n },\n\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */\n parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',\n aspectRatioAttrs = attribute.split(' '), align;\n\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {\n align = meetOrSlice;\n meetOrSlice = 'meet';\n }\n else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== 'none' ? align.slice(1, 4) : 'none';\n alignY = align !== 'none' ? align.slice(5, 8) : 'none';\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */\n clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || '').toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = { };\n }\n else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */\n limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar),\n perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return { x: Math.floor(roughWidth), y: perfLimitSizeY };\n },\n\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */\n findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */\n findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */\n matrixToSVG: function(transform) {\n return 'matrix(' + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(' ') + ')';\n },\n\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform),\n finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(\n object,\n fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix())\n );\n },\n\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform),\n center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set('scaleX', options.scaleX);\n object.set('scaleY', options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */\n sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2,\n points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }],\n transformMatrix = fabric.util.calcDimensionsMatrix(options),\n bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height,\n };\n },\n\n /**\n * Merges 2 clip paths into one visually equal clip path\n *\n * **IMPORTANT**:\\\n * Does **NOT** clone the arguments, clone them proir if necessary.\n *\n * Creates a wrapper (group) that contains one clip path and is clipped by the other so content is kept where both overlap.\n * Use this method if both the clip paths may have nested clip paths of their own, so assigning one to the other's clip path property is not possible.\n *\n * In order to handle the `inverted` property we follow logic described in the following cases:\\\n * **(1)** both clip paths are inverted - the clip paths pass the inverted prop to the wrapper and loose it themselves.\\\n * **(2)** one is inverted and the other isn't - the wrapper shouldn't become inverted and the inverted clip path must clip the non inverted one to produce an identical visual effect.\\\n * **(3)** both clip paths are not inverted - wrapper and clip paths remain unchanged.\n *\n * @memberOf fabric.util\n * @param {fabric.Object} c1\n * @param {fabric.Object} c2\n * @returns {fabric.Object} merged clip path\n */\n mergeClipPaths: function (c1, c2) {\n var a = c1, b = c2;\n if (a.inverted && !b.inverted) {\n // case (2)\n a = c2;\n b = c1;\n }\n // `b` becomes `a`'s clip path so we transform `b` to `a` coordinate plane\n fabric.util.applyTransformToObject(\n b,\n fabric.util.multiplyTransformMatrices(\n fabric.util.invertTransform(a.calcTransformMatrix()),\n b.calcTransformMatrix()\n )\n );\n // assign the `inverted` prop to the wrapping group\n var inverted = a.inverted && b.inverted;\n if (inverted) {\n // case (1)\n a.inverted = b.inverted = false;\n }\n return new fabric.Group([a], { clipPath: b, inverted: inverted });\n },\n\n /**\n * @memberOf fabric.util\n * @param {Object} prevStyle first style to compare\n * @param {Object} thisStyle second style to compare\n * @param {boolean} forTextSpans whether to check overline, underline, and line-through properties\n * @return {boolean} true if the style changed\n */\n hasStyleChanged: function(prevStyle, thisStyle, forTextSpans) {\n forTextSpans = forTextSpans || false;\n return (prevStyle.fill !== thisStyle.fill ||\n prevStyle.stroke !== thisStyle.stroke ||\n prevStyle.strokeWidth !== thisStyle.strokeWidth ||\n prevStyle.fontSize !== thisStyle.fontSize ||\n prevStyle.fontFamily !== thisStyle.fontFamily ||\n prevStyle.fontWeight !== thisStyle.fontWeight ||\n prevStyle.fontStyle !== thisStyle.fontStyle ||\n prevStyle.deltaY !== thisStyle.deltaY) ||\n (forTextSpans &&\n (prevStyle.overline !== thisStyle.overline ||\n prevStyle.underline !== thisStyle.underline ||\n prevStyle.linethrough !== thisStyle.linethrough));\n },\n\n /**\n * Returns the array form of a text object's inline styles property with styles grouped in ranges\n * rather than per character. This format is less verbose, and is better suited for storage\n * so it is used in serialization (not during runtime).\n * @memberOf fabric.util\n * @param {object} styles per character styles for a text object\n * @param {String} text the text string that the styles are applied to\n * @return {{start: number, end: number, style: object}[]}\n */\n stylesToArray: function(styles, text) {\n // clone style structure to prevent mutation\n var styles = fabric.util.object.clone(styles, true),\n textLines = text.split('\\n'),\n charIndex = -1, prevStyle = {}, stylesArray = [];\n //loop through each textLine\n for (var i = 0; i < textLines.length; i++) {\n if (!styles[i]) {\n //no styles exist for this line, so add the line's length to the charIndex total\n charIndex += textLines[i].length;\n continue;\n }\n //loop through each character of the current line\n for (var c = 0; c < textLines[i].length; c++) {\n charIndex++;\n var thisStyle = styles[i][c];\n //check if style exists for this character\n if (thisStyle) {\n var styleChanged = fabric.util.hasStyleChanged(prevStyle, thisStyle, true);\n if (styleChanged) {\n stylesArray.push({\n start: charIndex,\n end: charIndex + 1,\n style: thisStyle\n });\n }\n else {\n //if style is the same as previous character, increase end index\n stylesArray[stylesArray.length - 1].end++;\n }\n }\n prevStyle = thisStyle || {};\n }\n }\n return stylesArray;\n },\n\n /**\n * Returns the object form of the styles property with styles that are assigned per\n * character rather than grouped by range. This format is more verbose, and is\n * only used during runtime (not for serialization/storage)\n * @memberOf fabric.util\n * @param {Array} styles the serialized form of a text object's styles\n * @param {String} text the text string that the styles are applied to\n * @return {Object}\n */\n stylesFromArray: function(styles, text) {\n if (!Array.isArray(styles)) {\n return styles;\n }\n var textLines = text.split('\\n'),\n charIndex = -1, styleIndex = 0, stylesObject = {};\n //loop through each textLine\n for (var i = 0; i < textLines.length; i++) {\n //loop through each character of the current line\n for (var c = 0; c < textLines[i].length; c++) {\n charIndex++;\n //check if there's a style collection that includes the current character\n if (styles[styleIndex]\n && styles[styleIndex].start <= charIndex\n && charIndex < styles[styleIndex].end) {\n //create object for line index if it doesn't exist\n stylesObject[i] = stylesObject[i] || {};\n //assign a style at this character's index\n stylesObject[i][c] = Object.assign({}, styles[styleIndex].style);\n //if character is at the end of the current style collection, move to the next\n if (charIndex === styles[styleIndex].end - 1) {\n styleIndex++;\n }\n }\n }\n }\n return stylesObject;\n }\n };\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n var _join = Array.prototype.join,\n commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n },\n repeatedCommands = {\n m: 'l',\n M: 'L'\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2),\n sinth2 = fabric.util.sin(th2),\n costh3 = fabric.util.cos(th3),\n sinth3 = fabric.util.sin(th3),\n toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,\n toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,\n cp1X = fromX + mT * ( -cosTh * rx * sinth2 - sinTh * ry * costh2),\n cp1Y = fromY + mT * ( -sinTh * rx * sinth2 + cosTh * ry * costh2),\n cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),\n cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);\n\n return ['C',\n cp1X, cp1Y,\n cp2X, cp2Y,\n toX, toY\n ];\n }\n\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */\n function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180,\n sinTh = fabric.util.sin(th),\n cosTh = fabric.util.cos(th),\n fromX = 0, fromY = 0;\n\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5,\n py = -cosTh * toY * 0.5 + sinTh * toX * 0.5,\n rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,\n pl = rx2 * ry2 - rx2 * py2 - ry2 * px2,\n root = 0;\n\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n }\n else {\n root = (large === sweep ? -1.0 : 1.0) *\n Math.sqrt( pl / (rx2 * py2 + ry2 * px2));\n }\n\n var cx = root * rx * py / ry,\n cy = -root * ry * px / rx,\n cx1 = cosTh * cx - sinTh * cy + toX * 0.5,\n cy1 = sinTh * cx + cosTh * cy + toY * 0.5,\n mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),\n dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n }\n else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)),\n result = [], mDelta = dtheta / segments,\n mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),\n th3 = mTheta + mDelta;\n\n for (var i = 0; i < segments; i++) {\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n\n /*\n * Private\n */\n function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux),\n tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n }\n else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */\n // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n\n var sqrt = Math.sqrt,\n min = Math.min, max = Math.max,\n abs = Math.abs, tvalues = [],\n bounds = [[], []],\n a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n\n for (var i = 0; i < 2; ++i) {\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n\n var x, y, j = tvalues.length, jlen = j, mt;\n while (j--) {\n t = tvalues[j];\n mt = 1 - t;\n x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);\n bounds[0][j] = x;\n\n y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);\n bounds[1][j] = y;\n }\n\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */\n function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1],\n ry = coords[2],\n rot = coords[3],\n large = coords[4],\n sweep = coords[5],\n tx = coords[6],\n ty = coords[7],\n segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segsNorm.length; i < len; i++) {\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n };\n\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */\n function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length,\n // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted,\n // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for (i = 0; i < len; ++i) {\n converted = false;\n current = path[i].slice(0);\n switch (current[0]) { // first letter\n case 'l': // lineto, relative\n current[0] = 'L';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'L':\n x = current[1];\n y = current[2];\n break;\n case 'h': // horizontal lineto, relative\n current[1] += x;\n // falls through\n case 'H':\n current[0] = 'L';\n current[2] = y;\n x = current[1];\n break;\n case 'v': // vertical lineto, relative\n current[1] += y;\n // falls through\n case 'V':\n current[0] = 'L';\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case 'm': // moveTo, relative\n current[0] = 'M';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'M':\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case 'c': // bezierCurveTo, relative\n current[0] = 'C';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case 'C':\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case 's': // shorthand cubic bezierCurveTo, relative\n current[0] = 'S';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'S':\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === 'C') {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = 'C';\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case 'q': // quadraticCurveTo, relative\n current[0] = 'Q';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'Q':\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case 't': // shorthand quadraticCurveTo, relative\n current[0] = 'T';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'T':\n if (previous === 'Q') {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = 'Q';\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case 'a':\n current[0] = 'A';\n current[6] += x;\n current[7] += y;\n // falls through\n case 'A':\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case 'z':\n case 'Z':\n x = x1;\n y = y1;\n break;\n default:\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n };\n\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */\n function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (3 * invT * invT * (p2x - p1x)) + (6 * invT * pct * (p3x - p2x)) +\n (3 * pct * pct * (p4x - p3x)),\n tangentY = (3 * invT * invT * (p2y - p1y)) + (6 * invT * pct * (p3y - p2y)) +\n (3 * pct * pct * (p4y - p3y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n function QB1(t) {\n return t * t;\n }\n\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (2 * invT * (p2x - p1x)) + (2 * pct * (p3x - p2x)),\n tangentY = (2 * invT * (p2y - p1y)) + (2 * pct * (p3y - p2y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = { x: x1, y: y1 }, p, tmpLen = 0, perc;\n for (perc = 1; perc <= 100; perc += 1) {\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */\n function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = { x: segInfo.x, y: segInfo.y },\n p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while (tmpLen < distance && nextStep > 0.0001) {\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if ((nextLen + tmpLen) > distance) {\n // we discard this step and we make smaller steps.\n perc -= nextStep;\n nextStep /= 2;\n }\n else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */\n function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current,\n //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for (var i = 0; i < len; i++) {\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0],\n };\n switch (current[0]) { //first letter\n case 'M':\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case 'L':\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case 'C':\n iterator = getPointOnCubicBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n angleFinder = getTangentCubicIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case 'Q':\n iterator = getPointOnQuadraticBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n angleFinder = getTangentQuadraticIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case 'Z':\n case 'z':\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({ length: totalLength, x: x1, y: y1 });\n return info;\n }\n\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while ((distance - infos[i].length > 0) && i < (infos.length - 2)) {\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length,\n command = segInfo.command, segment = path[i], info;\n\n switch (command) {\n case 'M':\n return { x: segInfo.x, y: segInfo.y, angle: 0 };\n case 'Z':\n case 'z':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segInfo.destX, segInfo.destY),\n segPercent\n );\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case 'L':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segment[1], segment[2]),\n segPercent\n );\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case 'C':\n return findPercentageForDistance(segInfo, distance);\n case 'Q':\n return findPercentageForDistance(segInfo, distance);\n }\n }\n\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */\n function parsePath(pathString) {\n var result = [],\n coords = [],\n currentPath,\n parsed,\n re = fabric.rePathCommand,\n rNumber = '[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*',\n rNumberCommaWsp = '(' + rNumber + ')' + fabric.commaWsp,\n rFlagCommaWsp = '([01])' + fabric.commaWsp + '?',\n rArcSeq = rNumberCommaWsp + '?' + rNumberCommaWsp + '?' + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp +\n rNumberCommaWsp + '?(' + rNumber + ')',\n regArcArgumentSequence = new RegExp(rArcSeq, 'g'),\n match,\n coordsStr,\n // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n\n for (var i = 0, coordsParsed, len = path.length; i < len; i++) {\n currentPath = path[i];\n\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n\n var command = currentPath.charAt(0);\n coordsParsed = [command];\n\n if (command.toLowerCase() === 'a') {\n // arcs have special flags that apparently don't require spaces so handle special\n for (var args; (args = regArcArgumentSequence.exec(coordsStr));) {\n for (var j = 1; j < args.length; j++) {\n coords.push(args[j]);\n }\n }\n }\n else {\n while ((match = re.exec(coordsStr))) {\n coords.push(match[0]);\n }\n }\n\n for (var j = 0, jlen = coords.length; j < jlen; j++) {\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n\n var commandLength = commandLengths[command.toLowerCase()],\n repeatedCommand = repeatedCommands[command] || command;\n\n if (coordsParsed.length - 1 > commandLength) {\n for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {\n result.push([command].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n }\n else {\n result.push(coordsParsed);\n }\n }\n\n return result;\n };\n\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */\n function getSmoothPathFromPoints(points, correction) {\n var path = [], i,\n p1 = new fabric.Point(points[0].x, points[0].y),\n p2 = new fabric.Point(points[1].x, points[1].y),\n len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]);\n for (i = 1; i < len; i++) {\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]);\n }\n p1 = points[i];\n if ((i + 1) < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */\n function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(\n transform,\n [1, 0, 0, 1, -pathOffset.x, -pathOffset.y]\n );\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for (var i = 1; i < pathSegment.length - 1; i += 2) {\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */\n fabric.util.joinPath = function(pathData) {\n return pathData.map(function (segment) { return segment.join(' '); }).join(' ');\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n})();\n(function() {\n\n var slice = Array.prototype.slice;\n\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */\n function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for (var i = 0, len = array.length; i < len; i++) {\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n\n /**\n * @private\n */\n function fill(array, value) {\n var k = array.length;\n while (k--) {\n array[k] = value;\n }\n return array;\n }\n\n /**\n * @private\n */\n function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n\n var i = array.length - 1,\n result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while (i--) {\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n }\n else {\n while (i--) {\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n\n /**\n * @namespace fabric.util.array\n */\n fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n\n})();\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */\n\n function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n }\n else if (source instanceof Array) {\n destination = [];\n for (var i = 0, len = source.length; i < len; i++) {\n destination[i] = extend({ }, source[i], deep);\n }\n }\n else if (source && typeof source === 'object') {\n for (var property in source) {\n if (property === 'canvas' || property === 'group') {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n }\n else if (source.hasOwnProperty(property)) {\n destination[property] = extend({ }, source[property], deep);\n }\n }\n }\n else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n }\n else {\n for (var property in source) {\n destination[property] = source[property];\n }\n }\n return destination;\n }\n\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */\n\n //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({ }, object, deep);\n }\n\n /** @namespace fabric.util.object */\n fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n(function() {\n\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */\n function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : '';\n });\n }\n\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */\n function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() +\n (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */\n function escapeXml(string) {\n return string.replace(/&/g, '&')\n .replace(/\"/g, '"')\n .replace(/'/g, ''')\n .replace(//g, '>');\n }\n\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */\n function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for (i = 0, chr; i < textstring.length; i++) {\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n\n if (isNaN(code)) {\n return ''; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= (i + 1)) {\n throw 'High surrogate without following low surrogate';\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw 'High surrogate without following low surrogate';\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw 'Low surrogate without preceding high surrogate';\n }\n var prev = str.charCodeAt(i - 1);\n\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw 'Low surrogate without preceding high surrogate';\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n\n\n /**\n * String utilities\n * @namespace fabric.util.string\n */\n fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n(function() {\n\n var slice = Array.prototype.slice, emptyFunction = function() { },\n\n IS_DONTENUM_BUGGY = (function() {\n for (var p in { toString: 1 }) {\n if (p === 'toString') {\n return false;\n }\n }\n return true;\n })(),\n\n /** @ignore */\n addMethods = function(klass, source, parent) {\n for (var property in source) {\n\n if (property in klass.prototype &&\n typeof klass.prototype[property] === 'function' &&\n (source[property] + '').indexOf('callSuper') > -1) {\n\n klass.prototype[property] = (function(property) {\n return function() {\n\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n\n if (property !== 'initialize') {\n return returnValue;\n }\n };\n })(property);\n }\n else {\n klass.prototype[property] = source[property];\n }\n\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n\n function Subclass() { }\n\n function callSuper(methodName) {\n var parentMethod = null,\n _this = this;\n\n // climb prototype chain to find method not equal to callee's method\n while (_this.constructor.superclass) {\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n\n if (!parentMethod) {\n return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);\n }\n\n return (arguments.length > 1)\n ? parentMethod.apply(this, slice.call(arguments, 1))\n : parentMethod.call(this);\n }\n\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */\n function createClass() {\n var parent = null,\n properties = slice.call(arguments, 0);\n\n if (typeof properties[0] === 'function') {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n\n klass.superclass = parent;\n klass.subclasses = [];\n\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for (var i = 0, length = properties.length; i < length; i++) {\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n\n fabric.util.createClass = createClass;\n})();\n(function () {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement('div').attachEvent,\n touchEvents = ['touchstart', 'touchmove', 'touchend'];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n\n fabric.util.getPointer = function(event) {\n var element = event.target,\n scroll = fabric.util.getScrollLeftTop(element),\n _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === 'touch';\n };\n})();\n(function () {\n\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */\n function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === 'string') {\n element.style.cssText += ';' + styles;\n return styles.indexOf('opacity') > -1\n ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1])\n : element;\n }\n for (var property in styles) {\n if (property === 'opacity') {\n setOpacity(element, styles[property]);\n }\n else {\n var normalizedProperty = (property === 'float' || property === 'cssFloat')\n ? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')\n : property;\n elementStyle.setProperty(normalizedProperty, styles[property]);\n }\n }\n return element;\n }\n\n var parseEl = fabric.document.createElement('div'),\n supportsOpacity = typeof parseEl.style.opacity === 'string',\n supportsFilters = typeof parseEl.style.filter === 'string',\n reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/,\n\n /** @ignore */\n setOpacity = function (element) { return element; };\n\n if (supportsOpacity) {\n /** @ignore */\n setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n }\n else if (supportsFilters) {\n /** @ignore */\n setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');\n es.filter = es.filter.replace(reOpacity, value);\n }\n else {\n es.filter += ' alpha(opacity=' + (value * 100) + ')';\n }\n return element;\n };\n }\n\n fabric.util.setStyle = setStyle;\n\n})();\n(function() {\n\n var _slice = Array.prototype.slice;\n\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */\n function getById(id) {\n return typeof id === 'string' ? fabric.document.getElementById(id) : id;\n }\n\n var sliceCanConvertNodelists,\n /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */\n toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n }\n catch (err) { }\n\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while (i--) {\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */\n function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for (var prop in attributes) {\n if (prop === 'class') {\n el.className = attributes[prop];\n }\n else if (prop === 'for') {\n el.htmlFor = attributes[prop];\n }\n else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */\n function addClass(element, className) {\n if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {\n element.className += (element.className ? ' ' : '') + className;\n }\n }\n\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */\n function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === 'string') {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */\n function getScrollLeftTop(element) {\n\n var left = 0,\n top = 0,\n docElement = fabric.document.documentElement,\n body = fabric.document.body || {\n scrollLeft: 0, scrollTop: 0\n };\n\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while (element && (element.parentNode || element.host)) {\n\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n }\n else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n\n if (element.nodeType === 1 && element.style.position === 'fixed') {\n break;\n }\n }\n\n return { left: left, top: top };\n }\n\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */\n function getElementOffset(element) {\n var docElem,\n doc = element && element.ownerDocument,\n box = { left: 0, top: 0 },\n offset = { left: 0, top: 0 },\n scrollLeftTop,\n offsetAttributes = {\n borderLeftWidth: 'left',\n borderTopWidth: 'top',\n paddingLeft: 'left',\n paddingTop: 'top'\n };\n\n if (!doc) {\n return offset;\n }\n\n for (var attr in offsetAttributes) {\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n\n docElem = doc.documentElement;\n if ( typeof element.getBoundingClientRect !== 'undefined' ) {\n box = element.getBoundingClientRect();\n }\n\n scrollLeftTop = getScrollLeftTop(element);\n\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */\n var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n }\n else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n\n (function () {\n var style = fabric.document.documentElement.style,\n selectProp = 'userSelect' in style\n ? 'userSelect'\n : 'MozUserSelect' in style\n ? 'MozUserSelect'\n : 'WebkitUserSelect' in style\n ? 'WebkitUserSelect'\n : 'KhtmlUserSelect' in style\n ? 'KhtmlUserSelect'\n : '';\n\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = 'none';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = 'on';\n }\n return element;\n }\n\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementSelectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = '';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = '';\n }\n return element;\n }\n\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n };\n\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled\n || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */\n fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n\n})();\n(function() {\n\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? '&' : '?') + param;\n }\n\n function emptyFn() { }\n\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */\n function request(url, options) {\n options || (options = { });\n\n var method = options.method ? options.method.toUpperCase() : 'GET',\n onComplete = options.onComplete || function() { },\n xhr = new fabric.window.XMLHttpRequest(),\n body = options.body || options.parameters;\n\n /** @ignore */\n xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n\n if (method === 'GET') {\n body = null;\n if (typeof options.parameters === 'string') {\n url = addParamToUrl(url, options.parameters);\n }\n }\n\n xhr.open(method, url, true);\n\n if (method === 'POST' || method === 'PUT') {\n xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');\n }\n\n xhr.send(body);\n return xhr;\n }\n\n fabric.util.request = request;\n})();\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */\nfabric.log = console.log;\n\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */\nfabric.warn = console.warn;\n(function () {\n\n var extend = fabric.util.object.extend,\n clone = fabric.util.object.clone;\n\n /**\n * @typedef {Object} AnimationOptions\n * Animation of a value or list of values.\n * When using lists, think of something like this:\n * fabric.util.animate({\n * startValue: [1, 2, 3],\n * endValue: [2, 4, 6],\n * onChange: function([a, b, c]) {\n * canvas.zoomToPoint({x: b, y: c}, a)\n * canvas.renderAll()\n * }\n * });\n * @example\n * @property {Function} [onChange] Callback; invoked on every value change\n * @property {Function} [onComplete] Callback; invoked when value change is completed\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * var animationOptions = { startValue: 0, endValue: 1, byValue: 0.25 }\n * var animationOptions = { startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] }\n * @property {number | number[]} [startValue=0] Starting value\n * @property {number | number[]} [endValue=100] Ending value\n * @property {number | number[]} [byValue=100] Value to modify the property by\n * @property {Function} [easing] Easing function\n * @property {Number} [duration=500] Duration of change (in ms)\n * @property {Function} [abort] Additional function with logic. If returns true, animation aborts.\n *\n * @typedef {() => void} CancelFunction\n *\n * @typedef {Object} AnimationCurrentState\n * @property {number | number[]} currentValue value in range [`startValue`, `endValue`]\n * @property {number} completionRate value in range [0, 1]\n * @property {number} durationRate value in range [0, 1]\n *\n * @typedef {(AnimationOptions & AnimationCurrentState & { cancel: CancelFunction }} AnimationContext\n */\n\n /**\n * Array holding all running animations\n * @memberof fabric\n * @type {AnimationContext[]}\n */\n var RUNNING_ANIMATIONS = [];\n fabric.util.object.extend(RUNNING_ANIMATIONS, {\n\n /**\n * cancel all running animations at the next requestAnimFrame\n * @returns {AnimationContext[]}\n */\n cancelAll: function () {\n var animations = this.splice(0);\n animations.forEach(function (animation) {\n animation.cancel();\n });\n return animations;\n },\n\n /**\n * cancel all running animations attached to canvas at the next requestAnimFrame\n * @param {fabric.Canvas} canvas\n * @returns {AnimationContext[]}\n */\n cancelByCanvas: function (canvas) {\n if (!canvas) {\n return [];\n }\n var cancelled = this.filter(function (animation) {\n return typeof animation.target === 'object' && animation.target.canvas === canvas;\n });\n cancelled.forEach(function (animation) {\n animation.cancel();\n });\n return cancelled;\n },\n\n /**\n * cancel all running animations for target at the next requestAnimFrame\n * @param {*} target\n * @returns {AnimationContext[]}\n */\n cancelByTarget: function (target) {\n var cancelled = this.findAnimationsByTarget(target);\n cancelled.forEach(function (animation) {\n animation.cancel();\n });\n return cancelled;\n },\n\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {number}\n */\n findAnimationIndex: function (cancelFunc) {\n return this.indexOf(this.findAnimation(cancelFunc));\n },\n\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {AnimationContext | undefined} animation's options object\n */\n findAnimation: function (cancelFunc) {\n return this.find(function (animation) {\n return animation.cancel === cancelFunc;\n });\n },\n\n /**\n *\n * @param {*} target the object that is assigned to the target property of the animation context\n * @returns {AnimationContext[]} array of animation options object associated with target\n */\n findAnimationsByTarget: function (target) {\n if (!target) {\n return [];\n }\n return this.filter(function (animation) {\n return animation.target === target;\n });\n }\n });\n\n function noop() {\n return false;\n }\n\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {AnimationOptions} [options] Animation options\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * fabric.util.animate({ startValue: 0, endValue: 1, byValue: 0.25 })\n * fabric.util.animate({ startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] })\n * @returns {CancelFunction} cancel function\n */\n function animate(options) {\n options || (options = {});\n var cancel = false,\n context,\n removeFromRegistry = function () {\n var index = fabric.runningAnimations.indexOf(context);\n return index > -1 && fabric.runningAnimations.splice(index, 1)[0];\n };\n\n context = extend(clone(options), {\n cancel: function () {\n cancel = true;\n return removeFromRegistry();\n },\n currentValue: 'startValue' in options ? options.startValue : 0,\n completionRate: 0,\n durationRate: 0\n });\n fabric.runningAnimations.push(context);\n\n requestAnimFrame(function(timestamp) {\n var start = timestamp || +new Date(),\n duration = options.duration || 500,\n finish = start + duration, time,\n onChange = options.onChange || noop,\n abort = options.abort || noop,\n onComplete = options.onComplete || noop,\n easing = options.easing || defaultEasing,\n isMany = 'startValue' in options ? options.startValue.length > 0 : false,\n startValue = 'startValue' in options ? options.startValue : 0,\n endValue = 'endValue' in options ? options.endValue : 100,\n byValue = options.byValue || (isMany ? startValue.map(function(value, i) {\n return endValue[i] - startValue[i];\n }) : endValue - startValue);\n\n options.onStart && options.onStart();\n\n (function tick(ticktime) {\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : (time - start),\n timePerc = currentTime / duration,\n current = isMany ? startValue.map(function(_value, i) {\n return easing(currentTime, startValue[i], byValue[i], duration);\n }) : easing(currentTime, startValue, byValue, duration),\n valuePerc = isMany ? Math.abs((current[0] - startValue[0]) / byValue[0])\n : Math.abs((current - startValue) / byValue);\n // update context\n context.currentValue = isMany ? current.slice() : current;\n context.completionRate = valuePerc;\n context.durationRate = timePerc;\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n removeFromRegistry();\n return;\n }\n if (time > finish) {\n // update context\n context.currentValue = isMany ? endValue.slice() : endValue;\n context.completionRate = 1;\n context.durationRate = 1;\n // execute callbacks\n onChange(isMany ? endValue.slice() : endValue, 1, 1);\n onComplete(endValue, 1, 1);\n removeFromRegistry();\n return;\n }\n else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n\n return context.cancel;\n }\n\n var _requestAnimFrame = fabric.window.requestAnimationFrame ||\n fabric.window.webkitRequestAnimationFrame ||\n fabric.window.mozRequestAnimationFrame ||\n fabric.window.oRequestAnimationFrame ||\n fabric.window.msRequestAnimationFrame ||\n function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */\n function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n fabric.runningAnimations = RUNNING_ANIMATIONS;\n})();\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = 'rgba('\n + parseInt((begin[0] + pos * (end[0] - begin[0])), 10) + ','\n + parseInt((begin[1] + pos * (end[1] - begin[1])), 10) + ','\n + parseInt((begin[2] + pos * (end[2] - begin[2])), 10);\n\n color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += ')';\n return color;\n }\n\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(),\n endColor = new fabric.Color(toColor).getSource(),\n originalOnComplete = options.onComplete,\n originalOnChange = options.onChange;\n options = options || {};\n\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function (currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing\n ? options.colorEasing(currentTime, duration)\n : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(\n calculateColor(endColor, endColor, 0),\n valuePerc,\n timePerc\n );\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(\n calculateColor(current, current, 0),\n valuePerc,\n timePerc\n );\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n\n fabric.util.animateColor = animateColor;\n\n})();\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Point) {\n fabric.warn('fabric.Point is already defined');\n return;\n }\n\n fabric.Point = Point;\n\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */\n function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n\n Point.prototype = /** @lends fabric.Point.prototype */ {\n\n type: 'point',\n\n constructor: Point,\n\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */\n add: function (that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n addEquals: function (that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */\n scalarAdd: function (scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarAddEquals: function (scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */\n subtract: function (that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n subtractEquals: function (that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n scalarSubtract: function (scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarSubtractEquals: function (scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n multiply: function (scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n multiplyEquals: function (scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n divide: function (scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n divideEquals: function (scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n eq: function (that) {\n return (this.x === that.x && this.y === that.y);\n },\n\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lt: function (that) {\n return (this.x < that.x && this.y < that.y);\n },\n\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lte: function (that) {\n return (this.x <= that.x && this.y <= that.y);\n },\n\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gt: function (that) {\n return (this.x > that.x && this.y > that.y);\n },\n\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gte: function (that) {\n return (this.x >= that.x && this.y >= that.y);\n },\n\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */\n lerp: function (that, t) {\n if (typeof t === 'undefined') {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */\n distanceFrom: function (that) {\n var dx = this.x - that.x,\n dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n midPointFrom: function (that) {\n return this.lerp(that);\n },\n\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n min: function (that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n max: function (that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n\n /**\n * Returns string representation of this point\n * @return {String}\n */\n toString: function () {\n return this.x + ',' + this.y;\n },\n\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */\n setXY: function (x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */\n setX: function (x) {\n this.x = x;\n return this;\n },\n\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */\n setY: function (y) {\n this.y = y;\n return this;\n },\n\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */\n setFromPoint: function (that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */\n swap: function (that) {\n var x = this.x,\n y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */\n clone: function () {\n return new Point(this.x, this.y);\n }\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Intersection) {\n fabric.warn('fabric.Intersection is already defined');\n return;\n }\n\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */\n function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n\n fabric.Intersection = Intersection;\n\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n\n constructor: Intersection,\n\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoint: function (point) {\n this.points.push(point);\n return this;\n },\n\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoints: function (points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {\n var result,\n uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x),\n ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x),\n uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB,\n ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection('Intersection');\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n }\n else {\n result = new Intersection();\n }\n }\n else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection('Coincident');\n }\n else {\n result = new Intersection('Parallel');\n }\n }\n return result;\n };\n\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(),\n length = points.length,\n b1, b2, inter, i;\n\n for (i = 0; i < length; i++) {\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {\n var result = new Intersection(),\n length = points1.length, i;\n\n for (i = 0; i < length; i++) {\n var a1 = points1[i],\n a2 = points1[(i + 1) % length],\n inter = Intersection.intersectLinePolygon(a1, a2, points2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {\n var min = r1.min(r2),\n max = r1.max(r2),\n topRight = new fabric.Point(max.x, min.y),\n bottomLeft = new fabric.Point(min.x, max.y),\n inter1 = Intersection.intersectLinePolygon(min, topRight, points),\n inter2 = Intersection.intersectLinePolygon(topRight, max, points),\n inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points),\n inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points),\n result = new Intersection();\n\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Color) {\n fabric.warn('fabric.Color is already defined.');\n return;\n }\n\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */\n function Color(color) {\n if (!color) {\n this.setSource([0, 0, 0, 1]);\n }\n else {\n this._tryParsingColor(color);\n }\n }\n\n fabric.Color = Color;\n\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */\n _tryParsingColor: function(color) {\n var source;\n\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n\n if (color === 'transparent') {\n source = [255, 255, 255, 0];\n }\n\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [0, 0, 0, 1];\n }\n if (source) {\n this.setSource(source);\n }\n },\n\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */\n _rgbToHsl: function(r, g, b) {\n r /= 255; g /= 255; b /= 255;\n\n var h, s, l,\n max = fabric.util.array.max([r, g, b]),\n min = fabric.util.array.min([r, g, b]);\n\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch (max) {\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */\n getSource: function() {\n return this._source;\n },\n\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */\n setSource: function(source) {\n this._source = source;\n },\n\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */\n toRgb: function() {\n var source = this.getSource();\n return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';\n },\n\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */\n toRgba: function() {\n var source = this.getSource();\n return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */\n toHsl: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';\n },\n\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */\n toHsla: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */\n toHex: function() {\n var source = this.getSource(), r, g, b;\n\n r = source[0].toString(16);\n r = (r.length === 1) ? ('0' + r) : r;\n\n g = source[1].toString(16);\n g = (g.length === 1) ? ('0' + g) : g;\n\n b = source[2].toString(16);\n b = (b.length === 1) ? ('0' + b) : b;\n\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */\n toHexa: function() {\n var source = this.getSource(), a;\n\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = (a.length === 1) ? ('0' + a) : a;\n\n return this.toHex() + a.toUpperCase();\n },\n\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */\n getAlpha: function() {\n return this.getSource()[3];\n },\n\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */\n setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */\n toGrayscale: function() {\n var source = this.getSource(),\n average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),\n currentAlpha = source[3];\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */\n toBlackWhite: function(threshold) {\n var source = this.getSource(),\n average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),\n currentAlpha = source[3];\n\n threshold = threshold || 127;\n\n average = (Number(average) < Number(threshold)) ? 0 : 255;\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */\n overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n\n var result = [],\n alpha = this.getAlpha(),\n otherAlpha = 0.5,\n source = this.getSource(),\n otherSource = otherColor.getSource(), i;\n\n for (i = 0; i < 3; i++) {\n result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));\n }\n\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */\n fabric.Color.colorNameMap = {\n aliceblue: '#F0F8FF',\n antiquewhite: '#FAEBD7',\n aqua: '#00FFFF',\n aquamarine: '#7FFFD4',\n azure: '#F0FFFF',\n beige: '#F5F5DC',\n bisque: '#FFE4C4',\n black: '#000000',\n blanchedalmond: '#FFEBCD',\n blue: '#0000FF',\n blueviolet: '#8A2BE2',\n brown: '#A52A2A',\n burlywood: '#DEB887',\n cadetblue: '#5F9EA0',\n chartreuse: '#7FFF00',\n chocolate: '#D2691E',\n coral: '#FF7F50',\n cornflowerblue: '#6495ED',\n cornsilk: '#FFF8DC',\n crimson: '#DC143C',\n cyan: '#00FFFF',\n darkblue: '#00008B',\n darkcyan: '#008B8B',\n darkgoldenrod: '#B8860B',\n darkgray: '#A9A9A9',\n darkgrey: '#A9A9A9',\n darkgreen: '#006400',\n darkkhaki: '#BDB76B',\n darkmagenta: '#8B008B',\n darkolivegreen: '#556B2F',\n darkorange: '#FF8C00',\n darkorchid: '#9932CC',\n darkred: '#8B0000',\n darksalmon: '#E9967A',\n darkseagreen: '#8FBC8F',\n darkslateblue: '#483D8B',\n darkslategray: '#2F4F4F',\n darkslategrey: '#2F4F4F',\n darkturquoise: '#00CED1',\n darkviolet: '#9400D3',\n deeppink: '#FF1493',\n deepskyblue: '#00BFFF',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1E90FF',\n firebrick: '#B22222',\n floralwhite: '#FFFAF0',\n forestgreen: '#228B22',\n fuchsia: '#FF00FF',\n gainsboro: '#DCDCDC',\n ghostwhite: '#F8F8FF',\n gold: '#FFD700',\n goldenrod: '#DAA520',\n gray: '#808080',\n grey: '#808080',\n green: '#008000',\n greenyellow: '#ADFF2F',\n honeydew: '#F0FFF0',\n hotpink: '#FF69B4',\n indianred: '#CD5C5C',\n indigo: '#4B0082',\n ivory: '#FFFFF0',\n khaki: '#F0E68C',\n lavender: '#E6E6FA',\n lavenderblush: '#FFF0F5',\n lawngreen: '#7CFC00',\n lemonchiffon: '#FFFACD',\n lightblue: '#ADD8E6',\n lightcoral: '#F08080',\n lightcyan: '#E0FFFF',\n lightgoldenrodyellow: '#FAFAD2',\n lightgray: '#D3D3D3',\n lightgrey: '#D3D3D3',\n lightgreen: '#90EE90',\n lightpink: '#FFB6C1',\n lightsalmon: '#FFA07A',\n lightseagreen: '#20B2AA',\n lightskyblue: '#87CEFA',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#B0C4DE',\n lightyellow: '#FFFFE0',\n lime: '#00FF00',\n limegreen: '#32CD32',\n linen: '#FAF0E6',\n magenta: '#FF00FF',\n maroon: '#800000',\n mediumaquamarine: '#66CDAA',\n mediumblue: '#0000CD',\n mediumorchid: '#BA55D3',\n mediumpurple: '#9370DB',\n mediumseagreen: '#3CB371',\n mediumslateblue: '#7B68EE',\n mediumspringgreen: '#00FA9A',\n mediumturquoise: '#48D1CC',\n mediumvioletred: '#C71585',\n midnightblue: '#191970',\n mintcream: '#F5FFFA',\n mistyrose: '#FFE4E1',\n moccasin: '#FFE4B5',\n navajowhite: '#FFDEAD',\n navy: '#000080',\n oldlace: '#FDF5E6',\n olive: '#808000',\n olivedrab: '#6B8E23',\n orange: '#FFA500',\n orangered: '#FF4500',\n orchid: '#DA70D6',\n palegoldenrod: '#EEE8AA',\n palegreen: '#98FB98',\n paleturquoise: '#AFEEEE',\n palevioletred: '#DB7093',\n papayawhip: '#FFEFD5',\n peachpuff: '#FFDAB9',\n peru: '#CD853F',\n pink: '#FFC0CB',\n plum: '#DDA0DD',\n powderblue: '#B0E0E6',\n purple: '#800080',\n rebeccapurple: '#663399',\n red: '#FF0000',\n rosybrown: '#BC8F8F',\n royalblue: '#4169E1',\n saddlebrown: '#8B4513',\n salmon: '#FA8072',\n sandybrown: '#F4A460',\n seagreen: '#2E8B57',\n seashell: '#FFF5EE',\n sienna: '#A0522D',\n silver: '#C0C0C0',\n skyblue: '#87CEEB',\n slateblue: '#6A5ACD',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#FFFAFA',\n springgreen: '#00FF7F',\n steelblue: '#4682B4',\n tan: '#D2B48C',\n teal: '#008080',\n thistle: '#D8BFD8',\n tomato: '#FF6347',\n turquoise: '#40E0D0',\n violet: '#EE82EE',\n wheat: '#F5DEB3',\n white: '#FFFFFF',\n whitesmoke: '#F5F5F5',\n yellow: '#FFFF00',\n yellowgreen: '#9ACD32'\n };\n\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */\n function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */\n fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */\n fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1),\n g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1),\n b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromRgba = Color.fromRgb;\n\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */\n fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n\n var h = (((parseFloat(match[1]) % 360) + 360) % 360) / 360,\n s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1),\n l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1),\n r, g, b;\n\n if (s === 0) {\n r = g = b = l;\n }\n else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,\n p = l * 2 - q;\n\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsla = Color.fromHsl;\n\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */\n fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */\n fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf('#') + 1),\n isShortNotation = (value.length === 3 || value.length === 4),\n isRGBa = (value.length === 8 || value.length === 4),\n r = isShortNotation ? (value.charAt(0) + value.charAt(0)) : value.substring(0, 2),\n g = isShortNotation ? (value.charAt(1) + value.charAt(1)) : value.substring(2, 4),\n b = isShortNotation ? (value.charAt(2) + value.charAt(2)) : value.substring(4, 6),\n a = isRGBa ? (isShortNotation ? (value.charAt(3) + value.charAt(3)) : value.substring(6, 8)) : 'FF';\n\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */\n fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n scaleMap = ['e', 'se', 's', 'sw', 'w', 'nw', 'n', 'ne', 'e'],\n skewMap = ['ns', 'nesw', 'ew', 'nwse'],\n controls = {},\n LEFT = 'left', TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', CENTER = 'center',\n opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER,\n }, radiansToDegrees = fabric.util.radiansToDegrees,\n sign = (Math.sign || function(x) { return ((x > 0) - (x < 0)) || +x; });\n\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */\n function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round((cornerAngle % 360) / 45);\n }\n\n function fireEvent(eventName, options) {\n var target = options.transform.target,\n canvas = target.canvas,\n canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire('object:' + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */\n function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey,\n uniformIsToggled = eventData[uniScaleKey];\n return (canvas.uniformScaling && !uniformIsToggled) ||\n (!canvas.uniformScaling && uniformIsToggled);\n }\n\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */\n function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */\n function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === 'x') {\n return true;\n }\n if (lockY && by === 'y') {\n return true;\n }\n return false;\n }\n\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed',\n scaleProportionally = scaleIsProportional(eventData, fabricObject),\n by = '';\n if (control.x !== 0 && control.y === 0) {\n by = 'x';\n }\n else if (control.x === 0 && control.y !== 0) {\n by = 'y';\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + '-resize';\n }\n\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed';\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + '-resize';\n }\n\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */\n function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewX' : 'scaleY';\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewY' : 'scaleX';\n }\n }\n\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return 'not-allowed';\n }\n return control.cursorStyle;\n }\n\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y,\n }\n };\n }\n\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(),\n constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY),\n actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */\n function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target,\n control = target.controls[transform.corner],\n zoom = target.canvas.getZoom(),\n padding = target.padding / zoom,\n localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */\n function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */\n function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n\n /**\n * Action handler for skewing on the X axis\n * @private\n */\n function skewObjectX(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x,\n currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleX), (dimNoSkew.y / target.scaleY))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set('skewX', newSkew);\n compensateScaleForSkew(target, 'skewY', 'scaleY', 'y', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Action handler for skewing on the Y axis\n * @private\n */\n function skewObjectY(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y,\n currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleY), (dimNoSkew.x / target.scaleX))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set('skewY', newSkew);\n compensateScaleForSkew(target, 'skewX', 'scaleX', 'x', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n }\n else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n }\n else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n }\n else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n }\n else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */\n function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform,\n target = t.target,\n pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n\n if (target.lockRotation) {\n return false;\n }\n\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x),\n curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x),\n angle = radiansToDegrees(curAngle - lastAngle + t.theta),\n hasRotated = true;\n\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle,\n snapThreshold = target.snapThreshold || snapAngle,\n rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,\n leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n }\n else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */\n function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target,\n lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY,\n by = options.by, newPoint, scaleX, scaleY, dim,\n scaleProportionally = scaleIsProportional(eventData, target),\n forbidScaling = scalingIsForbidden(target, by, scaleProportionally),\n signX, signY, gestureScale = transform.gestureScale;\n\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n }\n else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== 'y' ? sign(newPoint.x) : 1;\n signY = by !== 'x' ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n\n if (target.lockScalingFlip &&\n (transform.signX !== signX || transform.signY !== signY)\n ) {\n return false;\n }\n\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y),\n original = transform.original,\n originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) +\n Math.abs(dim.y * original.scaleY / target.scaleY),\n scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n }\n else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== 'y') {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== 'x') {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set('scaleX', scaleX);\n !lockScalingY && target.set('scaleY', scaleY);\n }\n else {\n // forbidden cases already handled on top here.\n by === 'x' && target.set('scaleX', scaleX);\n by === 'y' && target.set('scaleY', scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'x' });\n }\n\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'y' });\n }\n\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1),\n multiplier = isTransformCentered(transform) ? 2 : 1,\n oldWidth = target.width,\n newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set('width', Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */\n function dragHandler(eventData, transform, x, y) {\n var target = transform.target,\n newLeft = x - transform.offsetX,\n newTop = y - transform.offsetY,\n moveX = !target.get('lockMovementX') && target.left !== newLeft,\n moveY = !target.get('lockMovementY') && target.top !== newTop;\n moveX && target.set('left', newLeft);\n moveY && target.set('top', newTop);\n if (moveX || moveY) {\n fireEvent('moving', commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent('rotating', wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent('scaling', wrapWithFixedAnchor( scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent('resizing', wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n degreesToRadians = fabric.util.degreesToRadians,\n controls = fabric.controlsUtils;\n\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderCircleControl (ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor),\n myLeft = left,\n myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n }\n else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n }\n else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (\n styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor\n ), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + 'Rect'](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n function Control(options) {\n for (var i in options) {\n this[i] = options[i];\n }\n }\n\n fabric.Control = Control;\n\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n\n /**\n * keep track of control visibility.\n * mainly for backward compatibility.\n * if you do not want to see a control, you can remove it\n * from the controlset.\n * @type {Boolean}\n * @default true\n */\n visible: true,\n\n /**\n * Name of the action that the control will likely execute.\n * This is optional. FabricJS uses to identify what the user is doing for some\n * extra optimizations. If you are writing a custom control and you want to know\n * somewhere else in the code what is going on, you can use this string here.\n * you can also provide a custom getActionName if your control run multiple actions\n * depending on some external state.\n * default to scale since is the most common, used on 4 corners by default\n * @type {String}\n * @default 'scale'\n */\n actionName: 'scale',\n\n /**\n * Drawing angle of the control.\n * NOT used for now, but name marked as needed for internal logic\n * example: to reuse the same drawing function for different rotated controls\n * @type {Number}\n * @default 0\n */\n angle: 0,\n\n /**\n * Relative position of the control. X\n * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n x: 0,\n\n /**\n * Relative position of the control. Y\n * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n y: 0,\n\n /**\n * Horizontal offset of the control from the defined position. In pixels\n * Positive offset moves the control to the right, negative to the left.\n * It used when you want to have position of control that does not scale with\n * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n * the boundindbox, with an offset of 30 pixels vertically. Those 30 pixels will\n * stay 30 pixels no matter how the object is big. Another example is having 2\n * controls in the corner, that stay in the same position when the object scale.\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n offsetX: 0,\n\n /**\n * Vertical offset of the control from the defined position. In pixels\n * Positive offset moves the control to the bottom, negative to the top.\n * @type {Number}\n * @default 0\n */\n offsetY: 0,\n\n /**\n * Sets the length of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeX: null,\n\n /**\n * Sets the height of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeY: null,\n\n /**\n * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeX: null,\n\n /**\n * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeY: null,\n\n /**\n * Css cursor style to display when the control is hovered.\n * if the method `cursorStyleHandler` is provided, this property is ignored.\n * @type {String}\n * @default 'crosshair'\n */\n cursorStyle: 'crosshair',\n\n /**\n * If controls has an offsetY or offsetX, draw a line that connects\n * the control to the bounding box\n * @type {Boolean}\n * @default false\n */\n withConnection: false,\n\n /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n actionHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * The control handler for mouse down, provide one to handle mouse down on control\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n mouseDownHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * The control mouseUpHandler, provide one to handle an effect on mouse up.\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n mouseUpHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getActionHandler: function(/* eventData, fabricObject, control */) {\n return this.actionHandler;\n },\n\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseDownHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseDownHandler;\n },\n\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseUpHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseUpHandler;\n },\n\n /**\n * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n * function you can pass one in the constructor\n * the cursorStyle property\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n cursorStyleHandler: function(eventData, control /* fabricObject */) {\n return control.cursorStyle;\n },\n\n /**\n * Returns the action name. The basic implementation just return the actionName property.\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n getActionName: function(eventData, control /* fabricObject */) {\n return control.actionName;\n },\n\n /**\n * Returns controls visibility\n * @param {fabric.Object} object on which the control is displayed\n * @param {String} controlKey key where the control is memorized on the\n * @return {Boolean}\n */\n getVisibility: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== 'undefined') {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */\n setVisibility: function(visibility /* name, fabricObject */) {\n this.visible = visibility;\n },\n\n\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY }, finalMatrix);\n return point;\n },\n\n /**\n * Returns the coords for this control based on object values.\n * @param {Number} objectAngle angle from the fabric object holding the control\n * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n * isTouch is true)\n * @param {Number} centerX x coordinate where the control center should be\n * @param {Number} centerY y coordinate where the control center should be\n * @param {boolean} isTouch true if touch corner, false if normal corner\n */\n calcCornerCoords: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset,\n sinHalfOffset,\n cosHalfOffsetComp,\n sinHalfOffsetComp,\n xSize = (isTouch) ? this.touchSizeX : this.sizeX,\n ySize = (isTouch) ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n }\n else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = (xSize && ySize) ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */\n cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp,\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset,\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset,\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp,\n },\n };\n },\n\n /**\n * Render function for the control.\n * When this function runs the context is unscaled. unrotate. Just retina scaled.\n * all the functions will have to translate to the point left,top before starting Drawing\n * if they want to draw a control where the position is detected.\n * left and top are the result of the positionHandler function\n * @param {RenderingContext2D} ctx the context where the control will be drawn\n * @param {Number} left position of the canvas where we are about to render the control.\n * @param {Number} top position of the canvas where we are about to render the control.\n * @param {Object} styleOverride\n * @param {fabric.Object} fabricObject the object where the control is about to be rendered\n */\n render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n case 'circle':\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n },\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function () {\n\n 'use strict';\n\n if (fabric.StaticCanvas) {\n fabric.warn('fabric.StaticCanvas is already defined.');\n return;\n }\n\n // aliases for faster resolution\n var extend = fabric.util.object.extend,\n getElementOffset = fabric.util.getElementOffset,\n removeFromArray = fabric.util.removeFromArray,\n toFixed = fabric.util.toFixed,\n transformPoint = fabric.util.transformPoint,\n invertTransform = fabric.util.invertTransform,\n getNodeCanvas = fabric.util.getNodeCanvas,\n createCanvasElement = fabric.util.createCanvasElement,\n\n CANVAS_INIT_ERROR = new Error('Could not initialize `canvas` element');\n\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */\n fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */\n backgroundColor: '',\n\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n backgroundImage: null,\n\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */\n overlayColor: '',\n\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n overlayImage: null,\n\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */\n stateful: false,\n\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */\n renderOnAddRemove: true,\n\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */\n controlsAboveOverlay: false,\n\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */\n allowTouchScrolling: false,\n\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */\n imageSmoothingEnabled: true,\n\n /**\n * The transformation (a Canvas 2D API transform matrix) which focuses the viewport\n * @type Array\n * @example Default transform\n * canvas.viewportTransform = [1, 0, 0, 1, 0, 0];\n * @example Scale by 70% and translate toward bottom-right by 50, without skewing\n * canvas.viewportTransform = [0.7, 0, 0, 0.7, 50, 50];\n * @default\n */\n viewportTransform: fabric.iMatrix.concat(),\n\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n backgroundVpt: true,\n\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n overlayVpt: true,\n\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */\n enableRetinaScaling: true,\n\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */\n vptCoords: { },\n\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */\n skipOffscreen: true,\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */\n _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n\n /**\n * @private\n */\n _isRetinaScaling: function() {\n return (fabric.devicePixelRatio > 1 && this.enableRetinaScaling);\n },\n\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */\n getRetinaScaling: function() {\n return this._isRetinaScaling() ? Math.max(1, fabric.devicePixelRatio) : 1;\n },\n\n /**\n * @private\n */\n _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute('width', this.width * scaleRatio);\n canvas.setAttribute('height', this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n\n\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */\n calcOffset: function () {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n setOverlayImage: function (image, callback, options) {\n return this.__setBgOverlayImage('overlayImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n // TODO: fix stretched examples\n setBackgroundImage: function (image, callback, options) {\n return this.__setBgOverlayImage('backgroundImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor('overlayColor', overlayColor, callback);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */\n __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === 'string') {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n }\n else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */\n __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n\n /**\n * @private\n */\n _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = { };\n }\n if (typeof element.getContext === 'undefined') {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initOptions: function (options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n\n if (!this.lowerCanvasEl.style) {\n return;\n }\n\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n\n lowerCanvasEl.style.width = this.width + 'px';\n lowerCanvasEl.style.height = this.height + 'px';\n\n this.viewportTransform = this.viewportTransform.slice();\n },\n\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */\n _createLowerCanvas: function (canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n }\n else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n\n fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n\n this.contextContainer = this.lowerCanvasEl.getContext('2d');\n },\n\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */\n getWidth: function () {\n return this.width;\n },\n\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */\n getHeight: function () {\n return this.height;\n },\n\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setWidth: function (value, options) {\n return this.setDimensions({ width: value }, options);\n },\n\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setHeight: function (value, options) {\n return this.setDimensions({ height: value }, options);\n },\n\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setDimensions: function (dimensions, options) {\n var cssValue;\n\n options = options || {};\n\n for (var prop in dimensions) {\n cssValue = dimensions[prop];\n\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += 'px';\n this.hasLostContext = true;\n }\n\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);\n }\n this._initRetinaScaling();\n this.calcOffset();\n\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n\n return this;\n },\n\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setBackstoreDimension: function (prop, value) {\n this.lowerCanvasEl[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n\n this[prop] = value;\n\n return this;\n },\n\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setCssDimension: function (prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n\n return this;\n },\n\n /**\n * Returns canvas zoom level\n * @return {Number}\n */\n getZoom: function () {\n return this.viewportTransform[0];\n },\n\n /**\n * Sets viewport transformation of this canvas instance\n * @param {Array} vpt a Canvas 2D API transform matrix\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setViewportTransform: function (vpt) {\n var activeObject = this._activeObject,\n backgroundObject = this.backgroundImage,\n overlayObject = this.overlayImage,\n object, i, len;\n this.viewportTransform = vpt;\n for (i = 0, len = this._objects.length; i < len; i++) {\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n zoomToPoint: function (point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setZoom: function (value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n absolutePan: function (point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n relativePan: function (point) {\n return this.absolutePan(new fabric.Point(\n -point.x - this.viewportTransform[4],\n -point.y - this.viewportTransform[5]\n ));\n },\n\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */\n getElement: function () {\n return this.lowerCanvasEl;\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */\n _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set('canvas', this);\n obj.setCoords();\n this.fire('object:added', { target: obj });\n obj.fire('added');\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n this.fire('object:removed', { target: obj });\n obj.fire('removed');\n delete obj.canvas;\n },\n\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */\n getContext: function () {\n return this.contextContainer;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = '';\n this.overlayColor = '';\n if (this._hasITextHandlers) {\n this.off('mouse:up', this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire('canvas:cleared');\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n requestRenderAll: function () {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */\n calcViewportBoundaries: function() {\n var points = { }, width = this.width, height = this.height,\n iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({ x: 0, y: 0 }, iVpt);\n points.br = transformPoint({ x: width, y: height }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire('before:render', { ctx: ctx, });\n this._renderBackground(ctx);\n\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire('after:render', { ctx: ctx, });\n },\n\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = 'destination-in';\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */\n _renderObjects: function(ctx, objects) {\n var i, len;\n for (i = 0, len = objects.length; i < len; ++i) {\n objects[i] && objects[i].render(ctx);\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */\n _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + 'Color'], object = this[property + 'Image'],\n v = this.viewportTransform, needsVpt = this[property + 'Vpt'];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive\n ? fill.toLive(ctx, this)\n : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'background');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'overlay');\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n * @deprecated migrate to `getCenterPoint`\n */\n getCenter: function () {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * @return {fabric.Point} \n */\n getCenterPoint: function () {\n return new fabric.Point(this.width / 2, this.height / 2);\n },\n\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */\n centerObjectH: function (object) {\n return this._centerObject(object, new fabric.Point(this.getCenterPoint().x, object.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObjectV: function (object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObject: function(object) {\n var center = this.getCenterPoint();\n return this._centerObject(object, center);\n },\n\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, vpCenter);\n },\n\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */\n getVpCenter: function() {\n var center = this.getCenterPoint(),\n iVpt = invertTransform(this.viewportTransform);\n return transformPoint(center, iVpt);\n },\n\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n _centerObject: function(object, center) {\n object.setPositionByOrigin(center, 'center', 'center');\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */\n toDatalessJSON: function (propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n return this._toObjectMethod('toObject', propertiesToInclude);\n },\n\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function (propertiesToInclude) {\n return this._toObjectMethod('toDatalessObject', propertiesToInclude);\n },\n\n /**\n * @private\n */\n _toObjectMethod: function (methodName, propertiesToInclude) {\n\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude),\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n\n return data;\n },\n\n /**\n * @private\n */\n _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n\n /**\n * @private\n */\n __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage,\n bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n }\n else if (bgColor) {\n data.background = bgColor;\n }\n\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n }\n else if (overlayColor) {\n data.overlay = overlayColor;\n }\n\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n\n return data;\n },\n\n \n\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendToBack: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringToFront: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendBackwards: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse down the stack looking for the nearest intersecting object\n for (i = idx - 1; i >= 0; --i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx - 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringForward: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse up the stack looking for the nearest intersecting object\n for (i = idx + 1, len = this._objects.length; i < len; ++i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx + 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n moveTo: function (object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove('lower-canvas');\n fabric.util.setStyle(this.lowerCanvasEl, this._originalCanvasStyle);\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute('width', this.width);\n this.lowerCanvasEl.setAttribute('height', this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function () {\n return '#';\n }\n });\n\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n\n /**\n * @static\n * @type String\n * @default\n */\n EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */\n supports: function (methodName) {\n var el = createCanvasElement();\n\n if (!el || !el.getContext) {\n return null;\n }\n\n var ctx = el.getContext('2d');\n if (!ctx) {\n return null;\n }\n\n switch (methodName) {\n\n case 'setLineDash':\n return typeof ctx.setLineDash !== 'undefined';\n\n default:\n return null;\n }\n }\n });\n\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */\n fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */\nfabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n\n /**\n * Color of a brush\n * @type String\n * @default\n */\n color: 'rgb(0, 0, 0)',\n\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */\n width: 1,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'round',\n\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'round',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */\n strokeMiterLimit: 10,\n\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */\n strokeDashArray: null,\n\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */\n\n limitedToCanvasSize: false,\n\n\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function (ctx) {\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */\n _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n\n /**\n * Sets brush shadow styles\n * @private\n */\n _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n\n var canvas = this.canvas,\n shadow = this.shadow,\n ctx = canvas.contextTop,\n zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n\n /**\n * Removes brush shadow styles\n * @private\n */\n _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */\n _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */\n fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */\n decimate: 0.4,\n\n /**\n * Draws a straight line between last recorded point to current pointer\n * Used for `shift` functionality\n *\n * @type boolean\n * @default false\n */\n drawStraightLine: false,\n\n /**\n * The event modifier key that makes the brush draw a straight line.\n * If `null` or 'none' or any other string that is not a modifier key the feature is disabled.\n * @type {'altKey' | 'shiftKey' | 'ctrlKey' | 'none' | undefined | null}\n */\n straightLineKey: 'shiftKey',\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n\n needsFullRender: function () {\n return this.callSuper('needsFullRender') || this._hasStraightLine;\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n _drawSegment: function (ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n }\n else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.drawStraightLine = false;\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _prepareForDrawing: function(pointer) {\n\n var p = new fabric.Point(pointer.x, pointer.y);\n\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */\n _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n if (this.drawStraightLine && this._points.length > 1) {\n this._hasStraightLine = true;\n this._points.pop();\n }\n this._points.push(point);\n return true;\n },\n\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */\n _reset: function() {\n this._points = [];\n this._setBrushStyles(this.canvas.contextTop);\n this._setShadow();\n this._hasStraightLine = false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n * @param {CanvasRenderingContext2D} [ctx]\n */\n _render: function(ctx) {\n var i, len,\n p1 = this._points[0],\n p2 = this._points[1];\n ctx = ctx || this.canvas.contextTop;\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n\n for (i = 1, len = this._points.length; i < len; i++) {\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */\n convertPointsToSVGPath: function (points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */\n _isEmptySVGPath: function (pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === 'M 0 0 Q 0 0 0 0 L 0 0';\n },\n\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */\n createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray,\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n\n return path;\n },\n\n /**\n * Decimate points array with the decimate value\n */\n decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2),\n i, l = points.length - 1, lastPoint = points[0], newPoints = [lastPoint],\n cDistance;\n for (i = 1; i < l - 1; i++) {\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */\n newPoints.push(points[l]);\n return newPoints;\n },\n\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */\n _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire('before:path:created', { path: path });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n\n\n // fire event 'path' created\n this.canvas.fire('path:created', { path: path });\n }\n });\n})();\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */\nfabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n\n /**\n * Width of a brush\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n drawDot: function(pointer) {\n var point = this.addPoint(pointer),\n ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n\n /**\n * Invoked on mouse down\n */\n onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n\n /**\n * Render the full state of the brush\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n points = this.points;\n this._saveAndTransform(ctx);\n for (i = 0, len = points.length; i < len; i++) {\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n }\n else {\n this.drawDot(pointer);\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n\n var circles = [];\n\n for (i = 0, len = this.points.length; i < len; i++) {\n var point = this.points[i],\n circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: 'center',\n originY: 'center',\n fill: point.fill\n });\n\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */\n addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y),\n\n circleRadius = fabric.util.getRandomInt(\n Math.max(0, this.width - 20), this.width + 20) / 2,\n\n circleColor = new fabric.Color(this.color)\n .setAlpha(fabric.util.getRandomInt(0, 100) / 100)\n .toRgba();\n\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n\n this.points.push(pointerPoint);\n\n return pointerPoint;\n }\n});\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */\nfabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n\n /**\n * Width of a spray\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */\n density: 20,\n\n /**\n * Width of spray dots\n * @type Number\n * @default\n */\n dotWidth: 1,\n\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */\n dotWidthVariance: 1,\n\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */\n randomOpacity: false,\n\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */\n optimizeOverlapping: true,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n\n var rects = [];\n\n for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n var sprayChunk = this.sprayChunks[i];\n\n for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {\n\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: 'center',\n originY: 'center',\n fill: this.color\n });\n rects.push(rect);\n }\n }\n\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n\n var group = new fabric.Group(rects);\n this.shadow && group.set('shadow', new fabric.Shadow(this.shadow));\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @private\n * @param {Array} rects\n */\n _getOptimizedRects: function(rects) {\n\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = { }, key, i, len;\n\n for (i = 0, len = rects.length; i < len; i++) {\n key = rects[i].left + '' + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for (key in uniqueRects) {\n uniqueRectsArray.push(uniqueRects[key]);\n }\n\n return uniqueRectsArray;\n },\n\n /**\n * Render new chunk of spray brush\n */\n render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, len = sprayChunk.length; i < len; i++) {\n var point = sprayChunk[i];\n if (typeof point.opacity !== 'undefined') {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n\n /**\n * Render all spray chunks\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n\n /**\n * @param {Object} pointer\n */\n addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n\n var x, y, width, radius = this.width / 2, i;\n\n for (i = 0; i < this.density; i++) {\n\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(\n // bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance),\n this.dotWidth + this.dotWidthVariance);\n }\n else {\n width = this.dotWidth;\n }\n\n var point = new fabric.Point(x, y);\n point.width = width;\n\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n\n this.sprayChunkPoints.push(point);\n }\n\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */\nfabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n\n getPatternSrc: function() {\n\n var dotWidth = 20,\n dotDistance = 5,\n patternCanvas = fabric.util.createCanvasElement(),\n patternCtx = patternCanvas.getContext('2d');\n\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n\n return patternCanvas;\n },\n\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace('this.color', '\"' + this.color + '\"');\n },\n\n /**\n * Creates \"pattern\" instance property\n * @param {CanvasRenderingContext2D} ctx\n */\n getPattern: function(ctx) {\n return ctx.createPattern(this.source || this.getPatternSrc(), 'repeat');\n },\n\n /**\n * Sets brush styles\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function(ctx) {\n this.callSuper('_setBrushStyles', ctx);\n ctx.strokeStyle = this.getPattern(ctx);\n },\n\n /**\n * Creates path\n */\n createPath: function(pathData) {\n var path = this.callSuper('createPath', pathData),\n topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n(function() {\n\n var getPointer = fabric.util.getPointer,\n degreesToRadians = fabric.util.degreesToRadians,\n isTouchEvent = fabric.util.isTouchEvent;\n\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop:before before drop event. same native event. This is added to handle edge cases\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n */\n fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */\n uniformScaling: true,\n\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */\n uniScaleKey: 'shiftKey',\n\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: false,\n\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n centeredKey: 'altKey',\n\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n altActionKey: 'shiftKey',\n\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */\n interactive: true,\n\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */\n selection: true,\n\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */\n selectionKey: 'shiftKey',\n\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */\n altSelectionKey: null,\n\n /**\n * Color of selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(100, 100, 255, 0.3)', // blue\n\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */\n selectionDashArray: [],\n\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */\n selectionBorderColor: 'rgba(255, 255, 255, 0.3)',\n\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */\n selectionLineWidth: 1,\n\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */\n selectionFullyContained: false,\n\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */\n hoverCursor: 'move',\n\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */\n moveCursor: 'move',\n\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */\n defaultCursor: 'default',\n\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */\n freeDrawingCursor: 'crosshair',\n\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */\n notAllowedCursor: 'not-allowed',\n\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */\n containerClass: 'canvas-container',\n\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */\n targetFindTolerance: 0,\n\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */\n skipTargetFind: false,\n\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */\n isDrawingMode: false,\n\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */\n preserveObjectStacking: false,\n\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */\n snapAngle: 0,\n\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */\n snapThreshold: null,\n\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n stopContextMenu: false,\n\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n fireRightClick: false,\n\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */\n fireMiddleClick: false,\n\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */\n targets: [],\n\n /**\n * When the option is enabled, PointerEvent is used instead of MouseEvent.\n * @type Boolean\n * @default\n */\n enablePointerEvents: false,\n\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */\n _hoveredTarget: null,\n\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */\n _hoveredTargets: [],\n\n /**\n * @private\n */\n _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n\n this._initRetinaScaling();\n\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n\n this.calcOffset();\n },\n\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */\n _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(),\n object, objsToRender, activeGroupObjects;\n\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for (var i = 0, length = this._objects.length; i < length; i++) {\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1 ) {\n objsToRender.push(object);\n }\n else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n }\n else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n this.hasLostContext = false;\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n renderTop: function () {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire('after:render');\n return this;\n },\n\n /**\n * @private\n */\n _normalizePointer: function (object, pointer) {\n var m = object.calcTransformMatrix(),\n invertedM = fabric.util.invertTransform(m),\n vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */\n isTargetTransparent: function (target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),\n targetRelativeX = Math.max(target.cacheTranslationX + (normalizedPointer.x * target.zoomX), 0),\n targetRelativeY = Math.max(target.cacheTranslationY + (normalizedPointer.y * target.zoomY), 0);\n\n var isTransparent = fabric.util.isTransparent(\n target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n\n return isTransparent;\n }\n\n var ctx = this.contextCache,\n originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n\n target.selectionBackgroundColor = '';\n\n this.clearContext(ctx);\n\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n\n target.selectionBackgroundColor = originalColor;\n\n var isTransparent = fabric.util.isTransparent(\n ctx, x, y, this.targetFindTolerance);\n\n return isTransparent;\n },\n\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */\n _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n\n if (Array.isArray(this.selectionKey)) {\n selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });\n }\n else {\n selectionKeyPressed = e[this.selectionKey];\n }\n\n return selectionKeyPressed;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _shouldClearSelection: function (e, target) {\n var activeObjects = this.getActiveObjects(),\n activeObject = this._activeObject;\n\n return (\n !target\n ||\n (target &&\n activeObject &&\n activeObjects.length > 1 &&\n activeObjects.indexOf(target) === -1 &&\n activeObject !== target &&\n !this._isSelectionKeyPressed(e))\n ||\n (target && !target.evented)\n ||\n (target &&\n !target.selectable &&\n activeObject &&\n activeObject !== target)\n );\n },\n\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */\n _shouldCenterTransform: function (target, action, altKey) {\n if (!target) {\n return;\n }\n\n var centerTransform;\n\n if (action === 'scale' || action === 'scaleX' || action === 'scaleY' || action === 'resizing') {\n centerTransform = this.centeredScaling || target.centeredScaling;\n }\n else if (action === 'rotate') {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n\n return centerTransform ? !altKey : altKey;\n },\n\n /**\n * should disappear before release 4.0\n * @private\n */\n _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n\n if (corner === 'ml' || corner === 'tl' || corner === 'bl') {\n origin.x = 'right';\n }\n else if (corner === 'mr' || corner === 'tr' || corner === 'br') {\n origin.x = 'left';\n }\n\n if (corner === 'tl' || corner === 'mt' || corner === 'tr') {\n origin.y = 'bottom';\n }\n else if (corner === 'bl' || corner === 'mb' || corner === 'br') {\n origin.y = 'top';\n }\n return origin;\n },\n\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */\n _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return 'drag';\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _setupCurrentTransform: function (e, target, alreadySelected) {\n if (!target) {\n return;\n }\n\n var pointer = this.getPointer(e), corner = target.__corner,\n control = target.controls[corner],\n actionHandler = (alreadySelected && corner) ?\n control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler,\n action = this._getActionFromCorner(alreadySelected, corner, e, target),\n origin = this._getOriginFromCorner(target, corner),\n altKey = e[this.centeredKey],\n transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target),\n };\n\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = 'center';\n transform.originY = 'center';\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */\n setCursor: function (value) {\n this.upperCanvasEl.style.cursor = value;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */\n _drawSelection: function (ctx) {\n var selector = this._groupSelector,\n viewportStart = new fabric.Point(selector.ex, selector.ey),\n start = fabric.util.transformPoint(viewportStart, this.viewportTransform),\n viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top),\n extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform),\n minX = Math.min(start.x, extent.x),\n minY = Math.min(start.y, extent.y),\n maxX = Math.max(start.x, extent.x),\n maxY = Math.max(start.y, extent.y),\n strokeOffset = this.selectionLineWidth / 2;\n\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */\n findTarget: function (e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n\n var ignoreZoom = true,\n pointer = this.getPointer(e, ignoreZoom),\n activeObject = this._activeObject,\n aObjects = this.getActiveObjects(),\n activeTarget, activeTargetSubs,\n isTouch = isTouchEvent(e),\n shouldLookForActive = (aObjects.length > 1 && !skipGroup) || aObjects.length === 1;\n\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 &&\n activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n }\n else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */\n _checkTarget: function(pointer, obj, globalPointer) {\n if (obj &&\n obj.visible &&\n obj.evented &&\n // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)\n ) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n }\n else {\n return true;\n }\n }\n },\n\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */\n _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while (i--) {\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ?\n this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */\n restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(\n pointer,\n fabric.util.invertTransform(this.viewportTransform)\n );\n },\n\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */\n getPointer: function (e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n\n var pointer = getPointer(e),\n upperCanvasEl = this.upperCanvasEl,\n bounds = upperCanvasEl.getBoundingClientRect(),\n boundsWidth = bounds.width || 0,\n boundsHeight = bounds.height || 0,\n cssScale;\n\n if (!boundsWidth || !boundsHeight ) {\n if ('top' in bounds && 'bottom' in bounds) {\n boundsHeight = Math.abs( bounds.top - bounds.bottom );\n }\n if ('right' in bounds && 'left' in bounds) {\n boundsWidth = Math.abs( bounds.right - bounds.left );\n }\n }\n\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = { width: 1, height: 1 };\n }\n else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */\n _createUpperCanvas: function () {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, ''),\n lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = '';\n }\n else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);\n\n this.wrapperEl.appendChild(upperCanvasEl);\n\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext('2d');\n },\n\n /**\n * Returns context of top canvas where interactions are drawn\n * @returns {CanvasRenderingContext2D}\n */\n getTopContext: function () {\n return this.contextTop;\n },\n\n /**\n * @private\n */\n _createCacheCanvas: function () {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute('width', this.width);\n this.cacheCanvasEl.setAttribute('height', this.height);\n this.contextCache = this.cacheCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _initWrapperElement: function () {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {\n 'class': this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + 'px',\n height: this.height + 'px',\n position: 'relative'\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */\n _applyCanvasStyle: function (element) {\n var width = this.width || element.width,\n height = this.height || element.height;\n\n fabric.util.setStyle(element, {\n position: 'absolute',\n width: width + 'px',\n height: height + 'px',\n left: 0,\n top: 0,\n 'touch-action': this.allowTouchScrolling ? 'manipulation' : 'none',\n '-ms-touch-action': this.allowTouchScrolling ? 'manipulation' : 'none'\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */\n _copyCanvasStyle: function (fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */\n getSelectionContext: function() {\n return this.contextTop;\n },\n\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */\n getSelectionElement: function () {\n return this.upperCanvasEl;\n },\n\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */\n getActiveObject: function () {\n return this._activeObject;\n },\n\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */\n getActiveObjects: function () {\n var active = this._activeObject;\n if (active) {\n if (active.type === 'activeSelection' && active._objects) {\n return active._objects.slice(0);\n }\n else {\n return [active];\n }\n }\n return [];\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire('before:selection:cleared', { target: obj });\n this._discardActiveObject();\n this.fire('selection:cleared', { target: obj });\n obj.fire('deselected');\n }\n if (obj === this._hoveredTarget){\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper('_onObjectRemoved', obj);\n },\n\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */\n _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(),\n added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire('deselected', {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire('selected', {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire('selection:updated', {\n e: e,\n selected: added,\n deselected: removed,\n });\n }\n else if (objects.length > 0) {\n this.fire('selection:created', {\n e: e,\n selected: added,\n });\n }\n else if (oldObjects.length > 0) {\n this.fire('selection:cleared', {\n e: e,\n deselected: removed,\n });\n }\n },\n\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setActiveObject: function (object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */\n _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({ e: e })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */\n _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({ e: e, object: object })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n discardActiveObject: function (e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire('before:selection:cleared', { target: activeObject, e: e });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n ['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper('clear');\n },\n\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */\n drawControls: function(ctx) {\n var activeObject = this._activeObject;\n\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance),\n object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */\n _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {\n var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n }\n else {\n return null;\n }\n },\n\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */\n _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper('_setSVGObject', markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n\n setViewportTransform: function (vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for (var prop in fabric.StaticCanvas) {\n if (prop !== 'prototype') {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n(function() {\n\n var addListener = fabric.util.addListener,\n removeListener = fabric.util.removeListener,\n RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1,\n addEventOptions = { passive: false };\n\n function checkClick(e, value) {\n return e.button && (e.button === value - 1);\n }\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */\n mainTouchId: null,\n\n /**\n * Adds mouse listeners to canvas\n * @private\n */\n _initEventListeners: function () {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, 'add');\n },\n\n /**\n * return an event prefix pointer or mouse.\n * @private\n */\n _getEventPrefix: function () {\n return this.enablePointerEvents ? 'pointer' : 'mouse';\n },\n\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, 'resize', this._onResize);\n functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n functor(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + 'out', this._onMouseOut);\n functor(canvasElement, eventTypePrefix + 'enter', this._onMouseEnter);\n functor(canvasElement, 'wheel', this._onMouseWheel);\n functor(canvasElement, 'contextmenu', this._onContextMenu);\n functor(canvasElement, 'dblclick', this._onDoubleClick);\n functor(canvasElement, 'dragover', this._onDragOver);\n functor(canvasElement, 'dragenter', this._onDragEnter);\n functor(canvasElement, 'dragleave', this._onDragLeave);\n functor(canvasElement, 'drop', this._onDrop);\n if (!this.enablePointerEvents) {\n functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions);\n }\n if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);\n eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);\n eventjs[eventjsFunctor](canvasElement, 'orientation', this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);\n eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);\n }\n },\n\n /**\n * Removes all event listeners\n */\n removeListeners: function() {\n this.addOrRemove(removeListener, 'remove');\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n */\n _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, 'dragenter');\n this._onDragLeave = this._simpleEventHandler.bind(this, 'dragleave');\n this._onDrop = this._onDrop.bind(this);\n this.eventsBound = true;\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */\n _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */\n _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */\n _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire('mouse:out', { target: target, e: e });\n this._hoveredTarget = null;\n target && target.fire('mouseout', { e: e });\n\n var _this = this;\n this._hoveredTargets.forEach(function(_target){\n _this.fire('mouse:out', { target: target, e: e });\n _target && target.fire('mouseout', { e: e });\n });\n this._hoveredTargets = [];\n\n if (this._iTextInstances) {\n this._iTextInstances.forEach(function(obj) {\n if (obj.isEditing) {\n obj.hiddenTextarea.focus();\n }\n });\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */\n _onMouseEnter: function(e) {\n // This find target and consequent 'mouse:over' is used to\n // clear old instances on hovered target.\n // calling findTarget has the side effect of killing target.__corner.\n // as a short term fix we are not firing this if we are currently transforming.\n // as a long term fix we need to separate the action of finding a target with the\n // side effects we added to it.\n if (!this._currentTransform && !this.findTarget(e)) {\n this.fire('mouse:over', { target: null, e: e });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */\n _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */\n _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler('dragover', e);\n this._fireEnterLeaveEvents(target, e);\n },\n\n /**\n * `drop:before` is a an event that allow you to schedule logic\n * before the `drop` event. Prefer `drop` event always, but if you need\n * to run some drop-disabling logic on an event, since there is no way\n * to handle event handlers ordering, use `drop:before`\n * @param {Event} e\n */\n _onDrop: function (e) {\n this._simpleEventHandler('drop:before', e);\n return this._simpleEventHandler('drop', e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onContextMenu: function (e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onDoubleClick: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'dblclick');\n this._resetTransformEventData(e);\n },\n\n /**\n * Return a the id of an event.\n * returns either the pointerId or the identifier or 0 for the mouse event\n * @private\n * @param {Event} evt Event object\n */\n getPointerId: function(evt) {\n var changedTouches = evt.changedTouches;\n\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n\n if (this.enablePointerEvents) {\n return evt.pointerId;\n }\n\n return -1;\n },\n\n /**\n * Determines if an event has the id of the event that is considered main\n * @private\n * @param {evt} event Event object\n */\n _isMainEvent: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === 'touchend' && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDown: function (e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + 'down', _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUp: function (e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMove: function (e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n\n /**\n * @private\n */\n _onResize: function () {\n this.calcOffset();\n },\n\n /**\n * Decides whether the canvas should be redrawn in mouseup and mousedown events.\n * @private\n * @param {Object} target\n */\n _shouldRender: function(target) {\n var activeObject = this._activeObject;\n\n if (\n !!activeObject !== !!target ||\n (activeObject && target && (activeObject !== target))\n ) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n }\n else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\n },\n\n /**\n * Method that defines the actions when mouse is released on canvas.\n * The method resets the currentTransform parameters, store the image corner\n * position in the image object and render the canvas on top.\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseUp: function (e) {\n var target, transform = this._currentTransform,\n groupSelector = this._groupSelector, shouldRender = false,\n isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, 'up:before');\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'up', RIGHT_CLICK, isClick);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\n return;\n }\n\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this._onMouseUpInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = (\n this._shouldRender(target) ||\n (!targetWasActive && target === this._activeObject)\n );\n }\n }\n var corner, pointer;\n if (target) {\n corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {\n this.setActiveObject(target, e);\n shouldRender = true;\n }\n else {\n var control = target.controls[corner],\n mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n pointer = this.getPointer(e);\n mouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n }\n target.isMoving = false;\n }\n // if we are ending up a transform on a different control or a new object\n // fire the original mouse up from the corner that started the transform\n if (transform && (transform.target !== target || transform.corner !== corner)) {\n var originalControl = transform.target && transform.target.controls[transform.corner],\n originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, target, control);\n pointer = pointer || this.getPointer(e);\n originalMouseUpHandler && originalMouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, 'up', LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n }\n else if (!isClick) {\n this.renderTop();\n }\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */\n _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e),\n targets = this.targets,\n options = {\n e: e,\n target: target,\n subTargets: targets,\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire(eventType, options);\n }\n return target;\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */\n _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target,\n targets = this.targets || [],\n options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === 'up') {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire('mouse:' + eventType, options);\n target && target.fire('mouse' + eventType, options);\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire('mouse' + eventType, options);\n }\n },\n\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */\n _finalizeCurrentTransform: function(e) {\n\n var transform = this._currentTransform,\n target = transform.target,\n options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action,\n };\n\n if (target._scaling) {\n target._scaling = false;\n }\n\n target.setCoords();\n\n if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {\n this._fire('modified', options);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, { e: e, pointer: pointer });\n this._handleEvent(e, 'down');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, { e: e, pointer: pointer });\n }\n this.setCursor(this.freeDrawingCursor);\n this._handleEvent(e, 'move');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUpInDrawingMode: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({ e: e, pointer: pointer });\n this._handleEvent(e, 'up');\n },\n\n /**\n * Method that defines the actions when mouse is clicked on canvas.\n * The method inits the currentTransform parameters and renders all the\n * canvas so the current image can be placed on the top canvas and the rest\n * in on the container one.\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n __onMouseDown: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'down:before');\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'down', RIGHT_CLICK);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'down', MIDDLE_CLICK);\n }\n return;\n }\n\n if (this.isDrawingMode) {\n this._onMouseDownInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n // ignore if some object is being transformed at this moment\n if (this._currentTransform) {\n return;\n }\n\n var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target),\n shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n }\n else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n\n if (this.selection && (!target ||\n (!target.selectable && !target.isEditing && target !== this._activeObject))) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === 'down') {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner],\n pointer = this.getPointer(e),\n mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, 'down');\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n\n /**\n * reset cache form common information needed during event processing\n * @private\n */\n _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\n },\n\n /**\n * Cache common information needed during event processing\n * @private\n * @param {Event} e Event object fired on event\n */\n _cacheTransformEventData: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n\n /**\n * @private\n */\n _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire('before:transform', {\n e: e,\n transform: t,\n });\n },\n\n /**\n * Method that defines the actions when mouse is hovering the canvas.\n * The currentTransform parameter will define whether the user is rotating/scaling/translating\n * an image or neither of them (only hovering). A group selection is also possible and would cancel\n * all any other type of action.\n * In case of an image transformation only the top canvas will be rendered.\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n __onMouseMove: function (e) {\n this._handleEvent(e, 'move:before');\n this._cacheTransformEventData(e);\n var target, pointer;\n\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n var groupSelector = this._groupSelector;\n\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n\n this.renderTop();\n }\n else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n }\n else {\n this._transformObject(e);\n }\n this._handleEvent(e, 'move');\n this._resetTransformEventData();\n },\n\n /**\n * Manage the mouseout, mouseover events for the fabric object on the canvas\n * @param {Fabric.Object} target the target where the target from the mousemove event\n * @param {Event} e Event object fired on mousemove\n * @private\n */\n _fireOverOutEvents: function(target, e) {\n var _hoveredTarget = this._hoveredTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: 'mouseout',\n canvasEvtOut: 'mouse:out',\n evtIn: 'mouseover',\n canvasEvtIn: 'mouse:over',\n });\n for (var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'mouseout',\n evtIn: 'mouseover',\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n },\n\n /**\n * Manage the dragEnter, dragLeave events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the onDrag event\n * @param {Event} e Event object fired on ondrag\n * @private\n */\n _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n for (var i = 0; i < length; i++) {\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n }\n this._draggedoverTarget = target;\n },\n\n /**\n * Manage the synthetic in/out events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the supported events\n * @param {Event} e Event object fired\n * @param {Object} config configuration for the function to work\n * @param {String} config.targetName property on the canvas where the old target is stored\n * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out\n * @param {String} config.evtOut name of the event to fire for out\n * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in\n * @param {String} config.evtIn name of the event to fire for in\n * @private\n */\n fireSyntheticInOutEvents: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires,\n targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = { e: e, target: target, previousTarget: oldTarget };\n outOpt = { e: e, target: oldTarget, nextTarget: target };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'wheel');\n this._resetTransformEventData();\n },\n\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */\n _transformObject: function(e) {\n var pointer = this.getPointer(e),\n transform = this._currentTransform;\n\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n\n /**\n * @private\n */\n _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x,\n y = pointer.y,\n action = transform.action,\n actionPerformed = false,\n actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n\n\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\n if (action === 'drag' && actionPerformed) {\n transform.target.isMoving = true;\n this.setCursor(transform.target.moveCursor || this.moveCursor);\n }\n transform.actionPerformed = transform.actionPerformed || actionPerformed;\n },\n\n /**\n * @private\n */\n _fire: fabric.controlsUtils.fireEvent,\n\n /**\n * Sets the cursor depending on where the canvas is being hovered.\n * Note: very buggy in Opera\n * @param {Event} e Event object\n * @param {Object} target Object that the mouse is hovering, if so.\n */\n _setCursorFromEvent: function (e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor,\n activeSelection = this._activeObject && this._activeObject.type === 'activeSelection' ?\n this._activeObject : null,\n // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target))\n // here we call findTargetCorner always with undefined for the touch parameter.\n // we assume that if you are using a cursor you do not need to interact with\n // the bigger touch area.\n && target._findTargetCorner(this.getPointer(e, true));\n\n if (!corner) {\n if (target.subTargetCheck){\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target){\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n }\n else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n\n /**\n * @private\n */\n getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n(function() {\n\n var min = Math.min,\n max = Math.max;\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */\n _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&\n (activeObject !== target || activeObject.type === 'activeSelection') && !target.onSelect({ e: e });\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _handleGrouping: function (e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === 'activeSelection') {\n this._updateActiveSelection(target, e);\n }\n else {\n this._createActiveSelection(target, e);\n }\n },\n\n /**\n * @private\n */\n _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject,\n currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n }\n else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n\n /**\n * @private\n */\n _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n\n /**\n * @private\n * @param {Object} target\n */\n _createGroup: function(target) {\n var objects = this._objects,\n isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),\n groupObjects = isActiveLower\n ? [this._activeObject, target]\n : [target, this._activeObject];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n\n /**\n * @private\n * @param {Event} e mouse event\n */\n _groupSelectedObjects: function (e) {\n\n var group = this._collectObjects(e),\n aGroup;\n\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n }\n else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n\n /**\n * @private\n */\n _collectObjects: function(e) {\n var group = [],\n currentObject,\n x1 = this._groupSelector.ex,\n y1 = this._groupSelector.ey,\n x2 = x1 + this._groupSelector.left,\n y2 = y1 + this._groupSelector.top,\n selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)),\n selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)),\n allowIntersect = !this.selectionFullyContained,\n isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for (var i = this._objects.length; i--; ) {\n currentObject = this._objects[i];\n\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n\n if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true)) ||\n currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) ||\n (allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true)) ||\n (allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true))\n ) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({ e: e });\n });\n }\n\n return group;\n },\n\n /**\n * @private\n */\n _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n\n})();\n(function () {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */\n toDataURL: function (options) {\n options || (options = { });\n\n var format = options.format || 'png',\n quality = options.quality || 1,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1),\n canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */\n toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || { };\n var scaledWidth = (cropping.width || this.width) * multiplier,\n scaledHeight = (cropping.height || this.height) * multiplier,\n zoom = this.getZoom(),\n originalWidth = this.width,\n originalHeight = this.height,\n newZoom = zoom * multiplier,\n vp = this.viewportTransform,\n translateX = (vp[4] - (cropping.left || 0)) * multiplier,\n translateY = (vp[5] - (cropping.top || 0)) * multiplier,\n originalInteractive = this.interactive,\n newVp = [newZoom, 0, 0, newZoom, translateX, translateY],\n originalRetina = this.enableRetinaScaling,\n canvasEl = fabric.util.createCanvasElement(),\n originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext('2d'), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n },\n });\n\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */\n loadFromJSON: function (json, callback, reviver) {\n if (!json) {\n return;\n }\n\n // serialize if it wasn't already\n var serialized = (typeof json === 'string')\n ? JSON.parse(json)\n : fabric.util.object.clone(json);\n\n var _this = this,\n clipPath = serialized.clipPath,\n renderOnAddRemove = this.renderOnAddRemove;\n\n this.renderOnAddRemove = false;\n\n delete serialized.clipPath;\n\n this._enlivenObjects(serialized.objects, function (enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function () {\n if (clipPath) {\n _this._enlivenObjects([clipPath], function (enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n }\n else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n\n var cbIfLoaded = function () {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n\n this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);\n },\n\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */\n __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n\n if (property === 'backgroundImage' || property === 'overlayImage') {\n fabric.util.enlivenObjects([value], function(enlivedObject){\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n }\n else {\n this['set' + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */\n _enlivenObjects: function (objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */\n _toDataURL: function (format, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURL(format));\n });\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */\n _toDataURLWithMultiplier: function (format, multiplier, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */\n clone: function (callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */\n cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n\n el.width = this.width;\n el.height = this.height;\n\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n }\n else {\n callback && callback(clone);\n }\n }\n});\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n capitalize = fabric.util.string.capitalize,\n degreesToRadians = fabric.util.degreesToRadians,\n objectCaching = !fabric.isLikelyNode,\n ALIASING_LIMIT = 2;\n\n if (fabric.Object) {\n return;\n }\n\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */\n fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */\n type: 'object',\n\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originX: 'left',\n\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originY: 'top',\n\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */\n top: 0,\n\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */\n left: 0,\n\n /**\n * Object width\n * @type Number\n * @default\n */\n width: 0,\n\n /**\n * Object height\n * @type Number\n * @default\n */\n height: 0,\n\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */\n scaleX: 1,\n\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */\n scaleY: 1,\n\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */\n flipX: false,\n\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */\n flipY: false,\n\n /**\n * Opacity of an object\n * @type Number\n * @default\n */\n opacity: 1,\n\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */\n angle: 0,\n\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewX: 0,\n\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewY: 0,\n\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */\n cornerSize: 13,\n\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */\n touchCornerSize: 24,\n\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */\n transparentCorners: true,\n\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */\n hoverCursor: null,\n\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */\n moveCursor: null,\n\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */\n padding: 0,\n\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */\n borderColor: 'rgb(178,204,255)',\n\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n borderDashArray: null,\n\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */\n cornerColor: 'rgb(178,204,255)',\n\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */\n cornerStrokeColor: null,\n\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */\n cornerStyle: 'rect',\n\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n cornerDashArray: null,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: true,\n\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n fill: 'rgb(0,0,0)',\n\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */\n fillRule: 'nonzero',\n\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */\n globalCompositeOperation: 'source-over',\n\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n backgroundColor: '',\n\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */\n selectionBackgroundColor: '',\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */\n strokeWidth: 1,\n\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */\n strokeDashArray: null,\n\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */\n strokeDashOffset: 0,\n\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'butt',\n\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'miter',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */\n strokeMiterLimit: 4,\n\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */\n borderOpacityWhenMoving: 0.4,\n\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */\n borderScaleFactor: 1,\n\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */\n minScaleLimit: 0,\n\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */\n selectable: true,\n\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */\n evented: true,\n\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */\n visible: true,\n\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */\n hasControls: true,\n\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */\n hasBorders: true,\n\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */\n lockMovementX: false,\n\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */\n lockMovementY: false,\n\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */\n lockRotation: false,\n\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingX: false,\n\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingY: false,\n\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingX: false,\n\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingY: false,\n\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */\n lockScalingFlip: false,\n\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n excludeFromExport: false,\n\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */\n objectCaching: objectCaching,\n\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */\n statefullCache: false,\n\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n noScaleCache: true,\n\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * this Property does not work on Text classes or drawing call that uses strokeText,fillText methods\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */\n strokeUniform: false,\n\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n dirty: true,\n\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */\n __corner: 0,\n\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */\n paintFirst: 'fill',\n\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */\n activeOn: 'down',\n\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: (\n 'top left width height scaleX scaleY flipX flipY originX originY transformMatrix ' +\n 'stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit ' +\n 'angle opacity fill globalCompositeOperation shadow visible backgroundColor ' +\n 'skewX skewY fillRule paintFirst clipPath strokeUniform'\n ).split(' '),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: (\n 'fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform' +\n ' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'\n ).split(' '),\n\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */\n colorProperties: (\n 'fill stroke backgroundColor'\n ).split(' '),\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */\n inverted: false,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */\n absolutePositioned: false,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */\n _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext('2d');\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal,\n width = dims.width, height = dims.height,\n max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal),\n capValue = fabric.util.capValue,\n x = capValue(min, limitedDims.x, max),\n y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(),\n // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0),\n neededX = dim.x * objectScale.scaleX / this.scaleX,\n neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */\n _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target,\n action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === 'scale') {\n return false;\n }\n }\n var canvas = this._cacheCanvas,\n dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n minCacheSize = fabric.minCacheSideLimit,\n width = dims.width, height = dims.height, drawingWidth, drawingHeight,\n zoomX = dims.zoomX, zoomY = dims.zoomY,\n dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight,\n zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY,\n shouldRedraw = dimensionsChanged || zoomChanged,\n additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width,\n canvasHeight = this._cacheCanvas.height,\n sizeGrowing = width > canvasWidth || height > canvasHeight,\n sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) &&\n canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n }\n else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, 'fill');\n this._initGradient(options.stroke, 'stroke');\n this._initPattern(options.fill, 'fill');\n this._initPattern(options.stroke, 'stroke');\n },\n\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */\n transform: function(ctx) {\n var needFullTransform = (this.group && !this.group._transformDone) ||\n (this.group && this.canvas && ctx === this.canvas.contextTop);\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n\n object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,\n stroke: (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: (this.shadow && this.shadow.toObject) ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS),\n };\n\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n\n return object;\n },\n\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * @private\n * @param {Object} object\n */\n _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype,\n stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === 'left' || prop === 'top') {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n // basically a check for [] === []\n if (Array.isArray(object[prop]) && Array.isArray(prototype[prop])\n && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n\n return object;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */\n getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return { scaleX: Math.abs(options.scaleX), scaleY: Math.abs(options.scaleY) };\n },\n\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */\n getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return { scaleX: scaleX, scaleY: scaleY };\n },\n\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */\n getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */\n _set: function(key, value) {\n var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),\n isChanged = this[key] !== value, groupNeedsUpdate = false;\n\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === 'scaleX' && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n }\n else if (key === 'scaleY' && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n }\n else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n }\n else if (key === 'dirty' && this.group) {\n this.group.set('dirty', value);\n }\n\n this[key] = value;\n\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set('dirty', true);\n }\n else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set('dirty', true);\n }\n }\n return this;\n },\n\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */\n setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */\n getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */\n isNotVisible: function() {\n return this.opacity === 0 ||\n (!this.width && !this.height && this.strokeWidth === 0) ||\n !this.visible;\n },\n\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n }\n else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({ propertySet: 'cacheProperties' });\n }\n }\n ctx.restore();\n },\n\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas || !this._cacheContext) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */\n _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this._cacheContext = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasStroke: function() {\n return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0;\n },\n\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasFill: function() {\n return this.fill && this.fill !== 'transparent';\n },\n\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */\n needsItsOwnCache: function() {\n if (this.paintFirst === 'stroke' &&\n this.hasFill() && this.hasStroke() && typeof this.shadow === 'object') {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */\n shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || (\n this.objectCaching &&\n (!this.group || !this.group.isOnACache())\n );\n return this.ownCaching;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */\n willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Object} clipPath\n */\n drawClipPathOnCache: function(ctx, clipPath) {\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (clipPath.inverted) {\n ctx.globalCompositeOperation = 'destination-out';\n }\n else {\n ctx.globalCompositeOperation = 'destination-in';\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (clipPath.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n clipPath.transform(ctx);\n ctx.scale(1 / clipPath.zoomX, 1 / clipPath.zoomY);\n ctx.drawImage(clipPath._cacheCanvas, -clipPath.cacheTranslationX, -clipPath.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = 'black';\n this.stroke = '';\n this._setClippingProperties(ctx);\n }\n else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx, this.clipPath);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n\n /**\n * Prepare clipPath state and cache and draw it on instance's cache\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */\n _drawClipPath: function (ctx, clipPath) {\n if (!clipPath) { return; }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n clipPath.canvas = this.canvas;\n clipPath.shouldCache();\n clipPath._transformDone = true;\n clipPath.renderCache({ forClipping: true });\n this.drawClipPathOnCache(ctx, clipPath);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */\n isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && this._cacheContext && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n }\n else {\n if (this.dirty ||\n (this.clipPath && this.clipPath.absolutePositioned) ||\n (this.statefullCache && this.hasStateChanged('cacheProperties'))\n ) {\n if (this._cacheCanvas && this._cacheContext && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n\n ctx.fillRect(\n -dim.x / 2,\n -dim.y / 2,\n dim.x,\n dim.y\n );\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n }\n else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n }\n else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n }\n else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n }\n else {\n ctx.fillStyle = fill;\n }\n }\n },\n\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = 'transparent';\n ctx.fillStyle = '#000000';\n },\n\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */\n _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n\n /**\n * Renders controls and borders for the object\n * the context here is not transformed\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */\n _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(),\n matrix = this.calcTransformMatrix(),\n options, drawBorders, drawControls;\n styleOverride = styleOverride || { };\n drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n if (this.flipX) {\n options.angle -= 180;\n }\n ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n }\n else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n var shadow = this.shadow, canvas = this.canvas, scaling,\n multX = (canvas && canvas.viewportTransform[0]) || 1,\n multY = (canvas && canvas.viewportTransform[3]) || 1;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant *\n (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */\n _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return { offsetX: 0, offsetY: 0 };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0,\n offsetY = -this.height / 2 + filler.offsetY || 0;\n\n if (filler.gradientUnits === 'percentage') {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n }\n else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return { offsetX: offsetX, offsetY: offsetY };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n }\n else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(/* ctx */) {\n\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === 'evenodd') {\n ctx.fill('evenodd');\n }\n else {\n ctx.fill();\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n }\n else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */\n _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(),\n width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(\n dims.zoomX / this.scaleX / retinaScaling,\n dims.zoomY / this.scaleY / retinaScaling\n );\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(\n retinaScaling * this.scaleX / dims.zoomX,\n retinaScaling * this.scaleY / dims.zoomY\n );\n ctx.strokeStyle = pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return { x: this.left + this.width / 2, y: this.top + this.height / 2 };\n },\n\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */\n _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set('scaleX', options.scaleX);\n this.set('scaleY', options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */\n _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */\n clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n }\n else {\n fabric.Object._fromObject('Object', objectForm, callback);\n }\n },\n\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */\n cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */\n toCanvasElement: function(options) {\n options || (options = { });\n\n var utils = fabric.util, origParams = utils.saveObjectTransform(this),\n originalGroup = this.group,\n originalShadow = this.shadow, abs = Math.abs,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n\n var el = fabric.util.createCanvasElement(),\n // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true),\n shadow = this.shadow, scaling,\n shadowOffset = { x: 0, y: 0 }, shadowBlur,\n width, height;\n\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false,\n });\n if (options.format === 'jpeg') {\n canvas.backgroundColor = '#fff';\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');\n\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set('canvas', originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n\n return canvasEl;\n },\n\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */\n toDataURL: function(options) {\n options || (options = { });\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);\n },\n\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */\n isType: function(type) {\n return arguments.length > 1 ? Array.from(arguments).includes(this.type) : this.type === type;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */\n complexity: function() {\n return 1;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */\n toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;\n\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n\n this.set('angle', angle);\n\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n\n return this;\n },\n\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerH: function () {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterH: function () {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerV: function () {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterV: function () {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n center: function () {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenter: function () {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */\n getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y),\n objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(\n pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */\n _setupCompositeOperation: function (ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n },\n\n /**\n * cancel instance's running animations\n * override if necessary to dispose artifacts such as `clipPath`\n */\n dispose: function () {\n if (fabric.runningAnimations) {\n fabric.runningAnimations.cancelByTarget(this);\n }\n }\n });\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n\n extend(fabric.Object.prototype, fabric.Observable);\n\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */\n fabric.Object.NUM_FRACTION_DIGITS = 2;\n\n /**\n * Defines which properties should be enlivened from the object passed to {@link fabric.Object._fromObject}\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type string[]\n */\n fabric.Object.ENLIVEN_PROPS = ['clipPath'];\n\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {\n if (typeof patterns[0] !== 'undefined') {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== 'undefined') {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjectEnlivables(object, object, function () {\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */\n fabric.Object.__uid = 0;\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians,\n originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n },\n originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x,\n y = point.y,\n offsetX, offsetY, dim;\n\n if (typeof fromOriginX === 'string') {\n fromOriginX = originXOffset[fromOriginX];\n }\n else {\n fromOriginX -= 0.5;\n }\n\n if (typeof toOriginX === 'string') {\n toOriginX = originXOffset[toOriginX];\n }\n else {\n toOriginX -= 0.5;\n }\n\n offsetX = toOriginX - fromOriginX;\n\n if (typeof fromOriginY === 'string') {\n fromOriginY = originYOffset[fromOriginY];\n }\n else {\n fromOriginY -= 0.5;\n }\n\n if (typeof toOriginY === 'string') {\n toOriginY = originYOffset[toOriginY];\n }\n else {\n toOriginY -= 0.5;\n }\n\n offsetY = toOriginY - fromOriginY;\n\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n\n return new fabric.Point(x, y);\n },\n\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */\n getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */\n // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(),\n p, p2;\n\n if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {\n p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n }\n else {\n p = new fabric.Point(this.left, this.top);\n }\n\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */\n // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */\n setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY),\n position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set('left', position.x);\n this.set('top', position.y);\n },\n\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */\n adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle),\n hypotFull = this.getScaledWidth(),\n xFull = fabric.util.cos(angle) * hypotFull,\n yFull = fabric.util.sin(angle) * hypotFull,\n offsetFrom, offsetTo;\n\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === 'string') {\n offsetFrom = originXOffset[this.originX];\n }\n else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === 'string') {\n offsetTo = originXOffset[to];\n }\n else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */\n _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n\n var center = this.getCenterPoint();\n\n this.originX = 'center';\n this.originY = 'center';\n\n this.left = center.x;\n this.top = center.y;\n },\n\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */\n _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(\n this.getCenterPoint(),\n this._originalOriginX,\n this._originalOriginY);\n\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n\n this.left = originPoint.x;\n this.top = originPoint.y;\n\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n\n /**\n * @private\n */\n _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');\n },\n });\n\n})();\n(function() {\n\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n\n var util = fabric.util,\n degreesToRadians = util.degreesToRadians,\n multiplyMatrices = util.multiplyTransformMatrices,\n transformPoint = util.transformPoint;\n\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */\n oCoords: null,\n\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */\n aCoords: null,\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords.\n * @memberOf fabric.Object.prototype\n */\n lineCoords: null,\n\n /**\n * storage for object transform matrix\n */\n ownMatrixCache: null,\n\n /**\n * storage for object full transform matrix\n */\n matrixCache: null,\n\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */\n controls: { },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */\n _getCoords: function(absolute, calculate) {\n if (calculate) {\n return (absolute ? this.calcACoords() : this.calcLineCoords());\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return (absolute ? this.aCoords : this.lineCoords);\n },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */\n getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */\n intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate),\n intersection = fabric.Intersection.intersectPolygonRectangle(\n coords,\n pointTL,\n pointBR\n );\n return intersection.status === 'Intersection';\n },\n\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */\n intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(\n this.getCoords(absolute, calculate),\n other.getCoords(absolute, calculate)\n );\n\n return intersection.status === 'Intersection'\n || other.isContainedWithinObject(this, absolute, calculate)\n || this.isContainedWithinObject(other, absolute, calculate);\n },\n\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */\n isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate),\n otherCoords = absolute ? other.aCoords : other.lineCoords,\n i = 0, lines = other._getImageLines(otherCoords);\n for (; i < 4; i++) {\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */\n isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n\n return (\n boundingRect.left >= pointTL.x &&\n boundingRect.left + boundingRect.width <= pointBR.x &&\n boundingRect.top >= pointTL.y &&\n boundingRect.top + boundingRect.height <= pointBR.y\n );\n },\n\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */\n containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate),\n lines = lines || this._getImageLines(coords),\n xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return (xPoints !== 0 && xPoints % 2 === 1);\n },\n\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */\n isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x &&\n point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */\n _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */\n isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) &&\n (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */\n _getImageLines: function(oCoords) {\n\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n\n return lines;\n },\n\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */\n // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, // yi,\n xcount = 0,\n iLine;\n\n for (var lineKey in lines) {\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {\n continue;\n }\n // optimisation 3: vertical line case\n if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {\n xi = iLine.o.x;\n // yi = point.y;\n }\n // calculate the intersection point\n else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */\n getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */\n getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */\n getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */\n _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n }\n else {\n return this.minScaleLimit;\n }\n }\n else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scale: function(value) {\n this._set('scaleX', value);\n this._set('scaleY', value);\n return this.setCoords();\n },\n\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(),\n padding = this.padding, angle = degreesToRadians(this.angle),\n cos = util.cos(angle), sin = util.sin(angle),\n cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP,\n cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt),\n };\n\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n\n return lineCoords;\n },\n\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n vpt = this.getViewportTransform(),\n startMatrix = multiplyMatrices(vpt, translateMatrix),\n finalMatrix = multiplyMatrices(startMatrix, rotateMatrix),\n finalMatrix = multiplyMatrices(finalMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),\n dim = this._calculateCurrentDimensions(),\n coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix),\n dim = this._getTransformedDimensions(),\n w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({ x: -w, y: -h }, finalMatrix),\n tr: transformPoint({ x: w, y: -h }, finalMatrix),\n bl: transformPoint({ x: -w, y: h }, finalMatrix),\n br: transformPoint({ x: w, y: h }, finalMatrix)\n };\n },\n\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}\n *\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */\n _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */\n _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [1, 0, 0, 1, center.x, center.y];\n },\n\n transformMatrixKey: function(skipGroup) {\n var sep = '_', prefix = '';\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n };\n return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY +\n sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY +\n sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */\n calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */\n calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(),\n options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY,\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth,\n w = this.width + strokeWidth,\n h = this.height + strokeWidth;\n return { x: w, y: h };\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === 'undefined') {\n skewX = this.skewX;\n }\n if (typeof skewY === 'undefined') {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY,\n noSkew = skewX === 0 && skewY === 0;\n\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n }\n else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY,\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */\n _finalizeDimensions: function(width, height) {\n return this.strokeUniform ?\n { x: width + this.strokeWidth, y: height + this.strokeWidth }\n :\n { x: width, y: height };\n },\n\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */\n _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(),\n dim = this._getTransformedDimensions(),\n p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n },\n });\n})();\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n moveTo: function(index) {\n if (this.group && this.group.type !== 'activeSelection') {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n }\n else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n\n(function() {\n\n var extend = fabric.util.object.extend,\n originalSet = 'stateProperties';\n\n /*\n Depends on `stateProperties`\n */\n function saveProps(origin, destination, props) {\n var tmpObj = { }, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n\n extend(origin[destination], tmpObj, deep);\n }\n\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n }\n else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for (var i = 0, len = origValue.length; i < len; i++) {\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n }\n else if (origValue && typeof origValue === 'object') {\n var keys = Object.keys(origValue), key;\n if (!currentValue ||\n typeof currentValue !== 'object' ||\n (!firstPass && keys.length !== Object.keys(currentValue).length)\n ) {\n return false;\n }\n for (var i = 0, len = keys.length; i < len; i++) {\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === 'canvas' || key === 'group') {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */\n hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = '_' + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet,\n destination = '_' + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n setupState: function(options) {\n options = options || { };\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this['_' + propertySet] = { };\n this.saveState(options);\n return this;\n }\n });\n})();\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */\n _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {\n return false;\n }\n\n var ex = pointer.x,\n ey = pointer.y,\n xPoints,\n lines, keys = Object.keys(this.oCoords),\n j = keys.length - 1, i;\n this.__corner = 0;\n\n // cycle in reverse order so we pick first the one on top\n for (; j >= 0; j--) {\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n\n xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */\n forEachControl: function(fn) {\n for (var i in this.controls) {\n fn(this.controls[i], i, this);\n };\n },\n\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */\n _setCornerCoords: function() {\n var coords = this.oCoords;\n\n for (var control in coords) {\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(\n this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(\n this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor ||\n (this.canvas && !this.canvas.interactive) ||\n (this.canvas && this.canvas._activeObject !== this)\n ) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),\n vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(),\n strokeWidth = this.borderScaleFactor,\n width = wh.x + strokeWidth,\n height = wh.y + strokeWidth,\n hasControls = typeof styleOverride.hasControls !== 'undefined' ?\n styleOverride.hasControls : this.hasControls,\n shouldStroke = false;\n\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(\n control.x * width + control.offsetX,\n control.y * height + control.offsetY\n );\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options),\n strokeWidth = this.strokeWidth,\n strokeUniform = this.strokeUniform,\n borderScaleFactor = this.borderScaleFactor,\n width =\n bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor,\n height =\n bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n ctx.restore();\n return this;\n },\n\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n\n return this;\n },\n\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */\n isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlsVisibility: function(options) {\n options || (options = { });\n\n for (var p in options) {\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */\n FX_DURATION: 500,\n\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxCenterObjectH: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.left,\n endValue: this.getCenterPoint().x,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('left', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxCenterObjectV: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.top,\n endValue: this.getCenterPoint().y,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('top', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxRemove: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('opacity', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function () {\n _this.remove(object);\n onComplete();\n }\n });\n }\n});\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @return {fabric.AnimationContext | fabric.AnimationContext[]} animation context (or an array if passed multiple properties)\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */\n animate: function () {\n if (arguments[0] && typeof arguments[0] === 'object') {\n var propsToAnimate = [], prop, skipCallbacks, out = [];\n for (prop in arguments[0]) {\n propsToAnimate.push(prop);\n }\n for (var i = 0, len = propsToAnimate.length; i < len; i++) {\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n out.push(this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks));\n }\n return out;\n }\n else {\n return this._animate.apply(this, arguments);\n }\n },\n\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */\n _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n\n to = to.toString();\n\n if (!options) {\n options = { };\n }\n else {\n options = fabric.util.object.clone(options);\n }\n\n if (~property.indexOf('.')) {\n propPair = property.split('.');\n }\n\n var propIsColor =\n _this.colorProperties.indexOf(property) > -1 ||\n (propPair && _this.colorProperties.indexOf(propPair[1]) > -1);\n\n var currentValue = propPair\n ? this.get(propPair[0])[propPair[1]]\n : this.get(property);\n\n if (!('from' in options)) {\n options.from = currentValue;\n }\n\n if (!propIsColor) {\n if (~to.indexOf('=')) {\n to = currentValue + parseFloat(to.replace('=', ''));\n }\n else {\n to = parseFloat(to);\n }\n }\n\n var _options = {\n target: this,\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function (value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n }\n else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function (value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n }\n else {\n return fabric.util.animate(_options);\n }\n }\n});\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend;\n\n if (fabric.Rect) {\n fabric.warn('fabric.Rect is already defined');\n return;\n }\n\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */\n fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'rect',\n\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical border radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this._initRxRy();\n },\n\n /**\n * Initializes rx/ry attributes\n * @private\n */\n _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n }\n else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,\n ry = this.ry ? Math.min(this.ry, this.height / 2) : 0,\n w = this.width,\n h = this.height,\n x = -this.width / 2,\n y = -this.height / 2,\n isRounded = rx !== 0 || ry !== 0,\n /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */\n k = 1 - 0.5522847498;\n ctx.beginPath();\n\n ctx.moveTo(x + rx, y);\n\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n \n });\n\n \n\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */\n fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Rect', object, callback);\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n toFixed = fabric.util.toFixed,\n projectStrokeOnPoints = fabric.util.projectStrokeOnPoints;\n\n if (fabric.Polyline) {\n fabric.warn('fabric.Polyline is already defined');\n return;\n }\n\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */\n fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polyline',\n\n /**\n * Points array\n * @type Array\n * @default\n */\n points: null,\n\n /**\n * WARNING: Feature in progress\n * Calculate the exact bounding box taking in account strokeWidth on acute angles\n * this will be turned to true by default on fabric 6.0\n * maybe will be left in as an optimization since calculations may be slow\n * @deprecated\n * @type Boolean\n * @default false\n */\n exactBoundingBox: false,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),\n\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */\n initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper('initialize', options);\n this._setPositionDimensions(options);\n },\n\n /**\n * @private\n */\n _projectStrokeOnPoints: function () {\n return projectStrokeOnPoints(this.points, this, true);\n },\n\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop,\n correctSize = this.exactBoundingBox ? this.strokeWidth : 0;\n this.width = calcDim.width - correctSize;\n this.height = calcDim.height - correctSize;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin(\n {\n // this looks bad, but is one way to keep it optional for now.\n x: calcDim.left - this.strokeWidth / 2 + correctSize / 2,\n y: calcDim.top - this.strokeWidth / 2 + correctSize / 2\n },\n 'left',\n 'top',\n this.originX,\n this.originY\n );\n }\n if (typeof options.left === 'undefined') {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === 'undefined') {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2 + correctSize / 2,\n y: calcDim.top + this.height / 2 + correctSize / 2\n };\n },\n\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */\n _calcDimensions: function() {\n\n var points = this.exactBoundingBox ? this._projectStrokeOnPoints() : this.points,\n minX = min(points, 'x') || 0,\n minY = min(points, 'y') || 0,\n maxX = max(points, 'x') || 0,\n maxY = max(points, 'y') || 0,\n width = (maxX - minX),\n height = (maxY - minY);\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height,\n };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n points: this.points.concat()\n });\n },\n\n \n\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n commonRender: function(ctx) {\n var point, len = this.points.length,\n x = this.pathOffset.x,\n y = this.pathOffset.y;\n\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for (var i = 0; i < len; i++) {\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.get('points').length;\n }\n });\n\n \n\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Polyline', object, callback, 'points');\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Path) {\n fabric.warn('fabric.Path is already defined');\n return;\n }\n\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */\n fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'path',\n\n /**\n * Array of path points\n * @type Array\n * @default\n */\n path: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),\n\n stateProperties: fabric.Object.prototype.stateProperties.concat('path'),\n\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */\n initialize: function (path, options) {\n options = clone(options || {});\n delete options.path;\n this.callSuper('initialize', options);\n this._setPath(path || [], options);\n },\n\n /**\n * @private\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n */\n _setPath: function (path, options) {\n this.path = fabric.util.makePathSimpler(\n Array.isArray(path) ? path : fabric.util.parsePath(path)\n );\n\n fabric.Polyline.prototype._setPositionDimensions.call(this, options || {});\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _renderPathCommands: function(ctx) {\n var current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n controlX = 0, // current control point x\n controlY = 0, // current control point y\n l = -this.pathOffset.x,\n t = -this.pathOffset.y;\n\n ctx.beginPath();\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(\n current[1] + l,\n current[2] + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n ctx.quadraticCurveTo(\n current[1] + l,\n current[2] + t,\n current[3] + l,\n current[4] + t\n );\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n path: this.path.map(function(item) { return item.slice(); }),\n });\n },\n\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject(['sourcePath'].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n\n \n\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.path.length;\n },\n\n /**\n * @private\n */\n _calcDimensions: function() {\n\n var aX = [],\n aY = [],\n current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n bounds;\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n\n case 'C': // bezierCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n x = current[5];\n y = current[6];\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[1],\n current[2],\n current[3],\n current[4]\n );\n x = current[3];\n y = current[4];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function (point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n\n var minX = min(aX) || 0,\n minY = min(aY) || 0,\n maxX = max(aX) || 0,\n maxY = max(aY) || 0,\n deltaX = maxX - minX,\n deltaY = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === 'string') {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function (elements) {\n var path = elements[0];\n path.setOptions(object);\n callback && callback(path);\n });\n }\n else {\n fabric.Object._fromObject('Path', object, callback, 'path');\n }\n };\n\n \n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max;\n\n if (fabric.Group) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */\n fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'group',\n\n /**\n * Width of stroke\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */\n subTargetCheck: false,\n\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */\n cacheProperties: [],\n\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */\n useSetOnGroup: false,\n\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */\n initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper('initialize', options);\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper('initialize', options);\n }\n else {\n this._updateObjectsACoords();\n }\n\n this.setCoords();\n },\n\n /**\n * @private\n */\n _updateObjectsACoords: function() {\n var skipControls = true;\n for (var i = this._objects.length; i--; ){\n this._objects[i].setCoords(skipControls);\n }\n },\n\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */\n _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for (var i = this._objects.length; i--; ){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */\n _updateObjectCoords: function(object, center) {\n var objectLeft = object.left,\n objectTop = object.top,\n skipControls = true;\n\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n\n /**\n * Returns string represenation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set('canvas', this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n }\n else {\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n\n /**\n * @private\n */\n _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set('canvas', this.canvas);\n },\n\n /**\n * @private\n */\n _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n\n /**\n * @private\n */\n _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while (i--) {\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === 'canvas') {\n while (i--) {\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects\n .filter(function (obj) {\n return !obj.excludeFromExport;\n })\n .map(function (obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n }\n else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */\n render: function(ctx) {\n this._transformDone = true;\n this.callSuper('render', ctx);\n this._transformDone = false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */\n willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return this.ownCaching || (this.group && this.group.isOnACache());\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx, this.clipPath);\n },\n\n /**\n * Check if cache is dirty\n */\n isCacheDirty: function(skipCanvas) {\n if (this.callSuper('isCacheDirty', skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */\n _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set('dirty', true);\n });\n return this._restoreObjectsState();\n },\n\n dispose: function () {\n this.callSuper('dispose');\n this.forEachObject(function (object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n },\n\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */\n toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = 'activeSelection';\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */\n setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n\n /**\n * @private\n */\n _calcBounds: function(onlyWidthHeight) {\n var aX = [],\n aY = [],\n o, prop, coords,\n props = ['tr', 'br', 'bl', 'tl'],\n i = 0, iLen = this._objects.length,\n j, jLen = props.length;\n\n for ( ; i < iLen; ++i) {\n o = this._objects[i];\n coords = o.calcACoords();\n for (j = 0; j < jLen; j++) {\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n\n /**\n * @private\n */\n _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)),\n maxXY = new fabric.Point(max(aX), max(aY)),\n top = minXY.y || 0, left = minXY.x || 0,\n width = (maxXY.x - minXY.x) || 0,\n height = (maxXY.y - minXY.y) || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');\n }\n },\n\n \n });\n\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */\n fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects,\n options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === 'string') {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function (elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n group.set(options);\n callback && callback(group);\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function (enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function () {\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.ActiveSelection) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */\n fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'activeSelection',\n\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */\n toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */\n onDeselect: function() {\n this.destroy();\n return false;\n },\n\n /**\n * Returns string representation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return false;\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */\n _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper('_renderControls', ctx, styleOverride);\n childrenOverride = childrenOverride || { };\n if (typeof childrenOverride.hasControls === 'undefined') {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n },\n });\n\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */\n fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var extend = fabric.util.object.extend;\n\n if (!global.fabric) {\n global.fabric = { };\n }\n\n if (global.fabric.Image) {\n fabric.warn('fabric.Image is already defined.');\n return;\n }\n\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */\n fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'image',\n\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */\n srcFromAttribute: false,\n\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleX: 1,\n\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleY: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingX: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingY: 1,\n\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */\n minimumScaleTrigger: 0.5,\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('cropX', 'cropY'),\n\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */\n cacheKey: '',\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropX: 0,\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropY: 0,\n\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */\n imageSmoothing: true,\n\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */\n initialize: function(element, options) {\n options || (options = { });\n this.filters = [];\n this.cacheKey = 'texture' + fabric.Object.__uid++;\n this.callSuper('initialize', options);\n this._initElement(element, options);\n },\n\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */\n getElement: function() {\n return this._element || {};\n },\n\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n\n /**\n * Delete a single texture if in webgl mode\n */\n removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */\n dispose: function () {\n this.callSuper('dispose');\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._cacheContext = undefined;\n ['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */\n getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */\n getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var filters = [];\n\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(\n this.callSuper(\n 'toObject',\n ['cropX', 'cropY'].concat(propertiesToInclude)\n ), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters,\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */\n hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n\n \n\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */\n getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n\n if (this.srcFromAttribute) {\n return element.getAttribute('src');\n }\n else {\n return element.src;\n }\n }\n else {\n return this.src || '';\n }\n },\n\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n applyResizeFilters: function() {\n var filter = this.resizeFilter,\n minimumScale = this.minimumScaleTrigger,\n objectScale = this.getTotalObjectScaling(),\n scaleX = objectScale.scaleX,\n scaleY = objectScale.scaleY,\n elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set('dirty', true);\n }\n if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(),\n cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,\n sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters(\n [filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */\n applyFilters: function(filters) {\n\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) { return filter && !filter.isNeutralState(); });\n this.set('dirty', true);\n\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + '_filtered');\n\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n\n var imgElement = this._originalElement,\n sourceWidth = imgElement.naturalWidth || imgElement.width,\n sourceHeight = imgElement.naturalHeight || imgElement.height;\n\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n }\n else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(\n filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width ||\n this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */\n shouldCache: function() {\n return this.needsItsOwnCache();\n },\n\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY,\n w = this.width, h = this.height, min = Math.min, max = Math.max,\n // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0),\n elWidth = elementToDraw.naturalWidth || elementToDraw.width,\n elHeight = elementToDraw.naturalHeight || elementToDraw.height,\n sX = cropX * scaleX,\n sY = cropY * scaleY,\n // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX),\n sH = min(h * scaleY, elHeight - sY),\n x = -w / 2, y = -h / 2,\n maxDestW = min(w, elWidth / scaleX - cropX),\n maxDestH = min(h, elHeight / scaleY - cropY);\n\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n\n /**\n * needed to check if image needs resize\n * @private\n */\n _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);\n },\n\n /**\n * @private\n */\n _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */\n _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initConfig: function(options) {\n options || (options = { });\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */\n _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, 'fabric.Image.filters');\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */\n parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || ''),\n rWidth = this._element.width, rHeight = this._element.height,\n scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0,\n offset, pWidth = this.width, pHeight = this.height, parsedAttributes = { width: pWidth, height: pHeight };\n if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {\n if (pAR.meetOrSlice === 'meet') {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === 'Min') {\n offsetLeft = -offset;\n }\n if (pAR.alignX === 'Max') {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === 'Min') {\n offsetTop = -offset;\n }\n if (pAR.alignY === 'Max') {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === 'slice') {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === 'Mid') {\n cropX = offset / 2;\n }\n if (pAR.alignX === 'Max') {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === 'Mid') {\n cropY = offset / 2;\n }\n if (pAR.alignY === 'Max') {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n }\n else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */\n fabric.Image.CSS_CANVAS = 'canvas-img';\n\n /**\n * Alias for getSrc\n * @static\n */\n fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */\n fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjectEnlivables(object, object, function () {\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */\n fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n\n \n\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n\n 'use strict';\n\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */\n function testPrecision(gl, precision){\n var fragmentSource = 'precision ' + precision + ' float;\\nvoid main(){}';\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */\n fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = ['highp', 'mediump', 'lowp'];\n for (var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])){\n fabric.webGlPrecision = precisions[i];\n break;\n };\n }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n\n fabric.WebglFilterBackend = WebglFilterBackend;\n\n /**\n * WebGL filter backend.\n */\n function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n };\n\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n\n tileSize: 2048,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */\n setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */\n chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== 'undefined', canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n }\n catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';\n\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n }\n else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */\n createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n },\n gl = canvas.getContext('webgl', glOptions);\n if (!gl) {\n gl = canvas.getContext('experimental-webgl', glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */\n applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture ||\n this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n\n /**\n * Detach event listeners, remove references, and clean up caches.\n */\n dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n\n /**\n * Wipe out WebGL-related caches.\n */\n clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @returns {WebGLTexture}\n */\n createTexture: function(gl, width, height, textureImageSource) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n }\n else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */\n getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n }\n else {\n var texture = this.createTexture(\n this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */\n evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n\n copyGLTo2D: copyGLTo2DDrawImage,\n\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */\n captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = { renderer: '', vendor: '' };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension('WEBGL_debug_renderer_info');\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n },\n };\n})();\n\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas,\n width = targetCanvas.width, height = targetCanvas.height,\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight;\n\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,\n ctx = targetCanvas.getContext('2d');\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,\n targetCanvas.width, targetCanvas.height);\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight,\n numBytes = dWidth * dHeight * 4;\n\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n(function() {\n\n 'use strict';\n\n var noop = function() {};\n\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n\n /**\n * Canvas 2D filter backend.\n */\n function Canvas2dFilterBackend() {};\n\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */\n applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext('2d');\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this,\n };\n filters.forEach(function(filter) { filter.applyTo(pipelineState); });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n },\n\n };\n})();\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */\nfabric.Image = fabric.Image || { };\nfabric.Image.filters = fabric.Image.filters || { };\n\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */\nfabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'BaseFilter',\n\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n fragmentSource: 'precision highp float;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n '}',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */\n createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== 'highp'){\n fragmentSource = fragmentSource.replace(\n /precision highp float/g,\n 'precision ' + fabric.webGlPrecision + ' float'\n );\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Vertex shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(vertexShader)\n );\n }\n\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Fragment shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(fragmentShader)\n );\n }\n\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' +\n gl.getProgramInfoLog(program)\n );\n }\n\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || { };\n uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');\n uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */\n getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, 'aPosition'),\n };\n },\n\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */\n getUniformLocations: function (/* gl, program */) {\n // in case i do not need any special uniform i need to return an empty object\n return { };\n },\n\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */\n sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,\n options.targetTexture, 0);\n }\n else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/\n isNeutralState: function(/* options */) {\n var main = this.mainParameter,\n _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for (var i = _class[main].length; i--;) {\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n }\n else {\n return _class[main] === this[main];\n }\n }\n else {\n return false;\n }\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n }\n else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */\n sendUniformData: function(/* gl, uniformLocations */) {\n // Intentionally left blank. Override me in subclasses.\n },\n\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */\n createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement('canvas');\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n var object = { type: this.type }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */\n toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\n\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'ColorMatrix',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform mat4 uColorMatrix;\\n' +\n 'uniform vec4 uConstants;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color *= uColorMatrix;\\n' +\n 'color += uConstants;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ],\n\n mainParameter: 'matrix',\n\n /**\n * Lock the colormatrix on the color part, skipping alpha, mainly for non webgl scenario\n * to save some calculation\n * @type Boolean\n * @default true\n */\n colorsOnly: true,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = data.length,\n m = this.matrix,\n r, g, b, a, i, colorsOnly = this.colorsOnly;\n\n for (i = 0; i < iLen; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n }\n else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),\n uConstants: gl.getUniformLocation(program, 'uConstants'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix,\n matrix = [\n m[0], m[1], m[2], m[3],\n m[5], m[6], m[7], m[8],\n m[10], m[11], m[12], m[13],\n m[15], m[16], m[17], m[18]\n ],\n constants = [m[4], m[9], m[14], m[19]];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */\n fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Brightness',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBrightness;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += uBrightness;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */\n brightness: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'brightness',\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n brightness = Math.round(this.brightness * 255);\n for (i = 0; i < len; i += 4) {\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, 'uBrightness'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */\n fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Convolute',\n\n /*\n * Opaque value (true/false)\n */\n opaque: false,\n\n /*\n * matrix for the filter, max 9x9\n */\n matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: {\n Convolute_3_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_3_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_5_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_5_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_7_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_7_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_9_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_9_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n },\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */\n\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n weights = this.matrix,\n side = Math.round(Math.sqrt(weights.length)),\n halfSide = Math.floor(side / 2),\n sw = imageData.width,\n sh = imageData.height,\n output = options.ctx.createImageData(sw, sh),\n dst = output.data,\n // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0,\n r, g, b, a, dstOff,\n scx, scy, srcOff, wt,\n x, y, cx, cy;\n\n for (y = 0; y < sh; y++) {\n for (x = 0; x < sw; x++) {\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0; g = 0; b = 0; a = 0;\n\n for (cy = 0; cy < side; cy++) {\n for (cx = 0; cx < side; cx++) {\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n }\n else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, 'uMatrix'),\n uOpaque: gl.getUniformLocation(program, 'uOpaque'),\n uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),\n uSize: gl.getUniformLocation(program, 'uSize'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */\n fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Grayscale',\n\n fragmentSource: {\n average: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (color.r + color.b + color.g) / 3.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, color.a);\\n' +\n '}',\n lightness: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n luminosity: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n },\n\n\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */\n mode: 'average',\n\n mainParameter: 'mode',\n\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length, value,\n mode = this.mode;\n for (i = 0; i < len; i += 4) {\n if (mode === 'average') {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n }\n else if (mode === 'lightness') {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) +\n Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n }\n else if (mode === 'luminosity') {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, 'uMode'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/\n isNeutralState: function() {\n return false;\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */\n fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Invert',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uInvert;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'if (uInvert == 1) {\\n' +\n 'gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n' +\n '} else {\\n' +\n 'gl_FragColor = color;\\n' +\n '}\\n' +\n '}',\n\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */\n invert: true,\n\n mainParameter: 'invert',\n\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length;\n for (i = 0; i < len; i += 4) {\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function() {\n return !this.invert;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, 'uInvert'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */\n fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Noise',\n\n /**\n * Fragment source for the noise program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uStepH;\\n' +\n 'uniform float uNoise;\\n' +\n 'uniform float uSeed;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'float rand(vec2 co, float seed, float vScale) {\\n' +\n 'return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'noise',\n\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */\n noise: 0,\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n noise = this.noise, rand;\n\n for (i = 0, len = data.length; i < len; i += 4) {\n\n rand = (0.5 - Math.random()) * noise;\n\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, 'uNoise'),\n uSeed: gl.getUniformLocation(program, 'uSeed'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n noise: this.noise\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */\n fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Pixelate',\n\n blocksize: 4,\n\n mainParameter: 'blocksize',\n\n /**\n * Fragment source for the Pixelate program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBlocksize;\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'float blockW = uBlocksize * uStepW;\\n' +\n 'float blockH = uBlocksize * uStepW;\\n' +\n 'int posX = int(vTexCoord.x / blockW);\\n' +\n 'int posY = int(vTexCoord.y / blockH);\\n' +\n 'float fposX = float(posX);\\n' +\n 'float fposY = float(posY);\\n' +\n 'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n' +\n 'vec4 color = texture2D(uTexture, squareCoords);\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = imageData.height,\n jLen = imageData.width,\n index, i, j, r, g, b, a,\n _i, _j, _iLen, _jLen;\n\n for (i = 0; i < iLen; i += this.blocksize) {\n for (j = 0; j < jLen; j += this.blocksize) {\n\n index = (i * 4) * jLen + (j * 4);\n\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for (_i = i; _i < _iLen; _i++) {\n for (_j = j; _j < _jLen; _j++) {\n index = (_i * 4) * jLen + (_j * 4);\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/\n isNeutralState: function() {\n return this.blocksize === 1;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),\n uStepW: gl.getUniformLocation(program, 'uStepW'),\n uStepH: gl.getUniformLocation(program, 'uStepH'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */\n fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'RemoveColor',\n\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */\n color: '#FFFFFF',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uLow;\\n' +\n 'uniform vec4 uHigh;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n 'if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n' +\n 'gl_FragColor.a = 0.0;\\n' +\n '}\\n' +\n '}',\n\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/\n distance: 0.02,\n\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/\n useAlpha: false,\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */\n\n /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n distance = this.distance * 255,\n r, g, b,\n source = new fabric.Color(this.color).getSource(),\n lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance,\n ],\n highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance,\n ];\n\n\n for (i = 0; i < data.length; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n if (r > lowC[0] &&\n g > lowC[1] &&\n b > lowC[2] &&\n r < highC[0] &&\n g < highC[1] &&\n b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, 'uLow'),\n uHigh: gl.getUniformLocation(program, 'uHigh'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(),\n distance = parseFloat(this.distance),\n lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ],\n highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */\n fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n var matrices = {\n Brownie: [\n 0.59970,0.34553,-0.27082,0,0.186,\n -0.03770,0.86095,0.15059,0,-0.1449,\n 0.24113,-0.07441,0.44972,0,-0.02965,\n 0,0,0,1,0\n ],\n Vintage: [\n 0.62793,0.32021,-0.03965,0,0.03784,\n 0.02578,0.64411,0.03259,0,0.02926,\n 0.04660,-0.08512,0.52416,0,0.02023,\n 0,0,0,1,0\n ],\n Kodachrome: [\n 1.12855,-0.39673,-0.03992,0,0.24991,\n -0.16404,1.08352,-0.05498,0,0.09698,\n -0.16786,-0.56034,1.60148,0,0.13972,\n 0,0,0,1,0\n ],\n Technicolor: [\n 1.91252,-0.85453,-0.09155,0,0.04624,\n -0.30878,1.76589,-0.10601,0,-0.27589,\n -0.23110,-0.75018,1.84759,0,0.12137,\n 0,0,0,1,0\n ],\n Polaroid: [\n 1.438,-0.062,-0.062,0,0,\n -0.122,1.378,-0.122,0,0,\n -0.016,-0.016,1.483,0,0,\n 0,0,0,1,0\n ],\n Sepia: [\n 0.393, 0.769, 0.189, 0, 0,\n 0.349, 0.686, 0.168, 0, 0,\n 0.272, 0.534, 0.131, 0, 0,\n 0, 0, 0, 1, 0\n ],\n BlackWhite: [\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 0, 0, 0, 1, 0,\n ]\n };\n\n for (var key in matrices) {\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: key,\n\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: matrices[key],\n\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */\n mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */\n colorsOnly: true,\n\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: 'BlendColor',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n * @type String\n * @default\n **/\n color: '#F95C63',\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n * @type String\n * @default\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend color operation.\n * @type Number\n * @default\n **/\n alpha: 1,\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'gl_FragColor.rgb *= uColor.rgb;\\n',\n screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n',\n add: 'gl_FragColor.rgb += uColor.rgb;\\n',\n diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n',\n subtract: 'gl_FragColor.rgb -= uColor.rgb;\\n',\n lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n',\n darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n',\n exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n',\n overlay: 'if (uColor.r < 0.5) {\\n' +\n 'gl_FragColor.r *= 2.0 * uColor.r;\\n' +\n '} else {\\n' +\n 'gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n' +\n '}\\n' +\n 'if (uColor.g < 0.5) {\\n' +\n 'gl_FragColor.g *= 2.0 * uColor.g;\\n' +\n '} else {\\n' +\n 'gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n' +\n '}\\n' +\n 'if (uColor.b < 0.5) {\\n' +\n 'gl_FragColor.b *= 2.0 * uColor.b;\\n' +\n '} else {\\n' +\n 'gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n' +\n '}\\n',\n tint: 'gl_FragColor.rgb *= (1.0 - uColor.a);\\n' +\n 'gl_FragColor.rgb += uColor.rgb;\\n',\n },\n\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */\n buildSource: function(mode) {\n return 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'gl_FragColor = color;\\n' +\n 'if (color.a > 0.0) {\\n' +\n this.fragmentSource[mode] +\n '}\\n' +\n '}';\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, iLen = data.length,\n tr, tg, tb,\n r, g, b,\n source, alpha1 = 1 - this.alpha;\n\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case 'screen':\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case 'add':\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case 'diff':\n case 'difference':\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case 'subtract':\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case 'darken':\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case 'lighten':\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case 'overlay':\n data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);\n data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);\n data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);\n break;\n case 'exclusion':\n data[i] = tr + r - ((2 * tr * r) / 255);\n data[i + 1] = tg + g - ((2 * tg * g) / 255);\n data[i + 2] = tb + b - ((2 * tb * b) / 255);\n break;\n case 'tint':\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, 'uColor'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */\n fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: 'BlendImage',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n image: null,\n\n /**\n * Blend mode for the filter (one of \"multiply\", \"mask\")\n * @type String\n * @default\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/\n alpha: 1,\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'uniform mat3 uTransformMatrix;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.rgba *= color2.rgba;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n mask: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.a = color2.a;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context,\n texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper('applyToWebGL', options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n calculateMatrix: function() {\n var image = this.image,\n width = image._element.width,\n height = image._element.height;\n return [\n 1 / image.scaleX, 0, 0,\n 0, 1 / image.scaleY, 0,\n -image.left / width, -image.top / height, 1\n ];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n resources = options.filterBackend.resources,\n data = imageData.data, iLen = data.length,\n width = imageData.width,\n height = imageData.height,\n tr, tg, tb, ta,\n r, g, b, a,\n canvas1, context, image = this.image, blendData;\n\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext('2d');\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n }\n else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case 'mask':\n data[i + 3] = ta;\n break;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),\n uImage: gl.getUniformLocation(program, 'uImage'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */\n fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }), pow = Math.pow, floor = Math.floor,\n sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin,\n ceil = Math.ceil,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Resize',\n\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */\n resizeType: 'hermite',\n\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */\n scaleX: 1,\n\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */\n scaleY: 1,\n\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */\n lanczosLobes: 3,\n\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, 'uDelta'),\n uTaps: gl.getUniformLocation(program, 'uTaps'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,\n filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for (var i = 1; i <= filterWindow; i++) {\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */\n generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow),\n fragmentShader = this.fragmentSourceTOP, filterWindow;\n\n for (var i = 1; i <= filterWindow; i++) {\n offsets[i - 1] = i + '.0 * uDelta';\n }\n\n fragmentShader += 'uniform float uTaps[' + filterWindow + '];\\n';\n fragmentShader += 'void main() {\\n';\n fragmentShader += ' vec4 color = texture2D(uTexture, vTexCoord);\\n';\n fragmentShader += ' float sum = 1.0;\\n';\n\n offsets.forEach(function(offset, i) {\n fragmentShader += ' color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' sum += 2.0 * uTaps[' + i + '];\\n';\n });\n fragmentShader += ' gl_FragColor = color / sum;\\n';\n fragmentShader += '}';\n return fragmentShader;\n },\n\n fragmentSourceTOP: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n',\n\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return (sin(x) / x) * sin(xx) / xx;\n };\n },\n\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n scaleX = this.scaleX,\n scaleY = this.scaleY;\n\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n\n var oW = imageData.width, oH = imageData.height,\n dW = round(oW * scaleX), dH = round(oH * scaleY),\n newData;\n\n if (this.resizeType === 'sliceHack') {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'hermite') {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'bilinear') {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'lanczos') {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData,\n mult = 0.5, doneW = false, doneH = false, stepW = oW * mult,\n stepH = oH * mult, resources = fabric.filterBackend.resources,\n tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement('canvas');\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext('2d');\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n\n dW = floor(dW);\n dH = floor(dH);\n\n while (!doneW || !doneH) {\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n }\n else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n }\n else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n lanczosResize: function(options, oW, oH, dW, dH) {\n\n function process(u) {\n var v, i, weight, idx, a, red, green,\n blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for (v = 0; v < dH; v++) {\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0; red = 0; green = 0; blue = 0; alpha = 0;\n for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = { };\n }\n for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n\n if (++u < dW) {\n return process(u);\n }\n else {\n return destImg;\n }\n }\n\n var srcData = options.imageData.data,\n destImg = options.ctx.createImageData(dW, dH),\n destData = destImg.data,\n lanczos = this.lanczosCreate(this.lanczosLobes),\n ratioX = this.rcpScaleX, ratioY = this.rcpScaleY,\n rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY,\n range2X = ceil(ratioX * this.lanczosLobes / 2),\n range2Y = ceil(ratioY * this.lanczosLobes / 2),\n cacheLanc = { }, center = { }, icenter = { };\n\n return process(0);\n },\n\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl,\n color, offset = 0, origPix, ratioX = this.rcpScaleX,\n ratioY = this.rcpScaleY,\n w4 = 4 * (oW - 1), img = options.imageData,\n pixels = img.data, destImage = options.ctx.createImageData(dW, dH),\n destPixels = destImage.data;\n for (i = 0; i < dH; i++) {\n for (j = 0; j < dW; j++) {\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n\n for (chnl = 0; chnl < 4; chnl++) {\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +\n c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY,\n ratioWHalf = ceil(ratioW / 2),\n ratioHHalf = ceil(ratioH / 2),\n img = options.imageData, data = img.data,\n img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for (var j = 0; j < dH; j++) {\n for (var i = 0; i < dW; i++) {\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0,\n gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,\n centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,\n w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */\n if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */\n }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */\n fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Contrast',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uContrast;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n' +\n 'color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */\n contrast: 0,\n\n mainParameter: 'contrast',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */\n\n /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len,\n data = imageData.data, len = data.length,\n contrast = Math.floor(this.contrast * 255),\n contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n\n for (i = 0; i < len; i += 4) {\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, 'uContrast'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */\n fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Saturation',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uSaturation;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float rgMax = max(color.r, color.g);\\n' +\n 'float rgbMax = max(rgMax, color.b);\\n' +\n 'color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n' +\n 'color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n' +\n 'color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */\n saturation: 0,\n\n mainParameter: 'saturation',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */\n\n /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.saturation, i, max;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, 'uSaturation'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */\n fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n\n type: 'Blur',\n\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/\n\n /* eslint-disable max-len */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'const float nSamples = 15.0;\\n' +\n 'vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n' +\n 'float random(vec3 scale) {\\n' +\n /* use the fragment position for a different seed per-pixel */\n 'return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0.0);\\n' +\n 'float total = 0.0;\\n' +\n 'float offset = random(v3offset);\\n' +\n 'for (float t = -nSamples; t <= nSamples; t++) {\\n' +\n 'float percent = (t + offset - 0.5) / nSamples;\\n' +\n 'float weight = 1.0 - abs(percent);\\n' +\n 'color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n' +\n 'total += weight;\\n' +\n '}\\n' +\n 'gl_FragColor = color / total;\\n' +\n '}',\n /* eslint-enable max-len */\n\n /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n * @type Number\n * @default\n */\n blur: 0,\n\n mainParameter: 'blur',\n\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2,\n width = options.imageData.width,\n height = options.imageData.height;\n\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext('2d'),\n ctx2 = canvas2.getContext('2d'),\n nSamples = 15,\n random, percent, j, i,\n blur = this.blur * 0.06 * 0.5;\n\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, 'uDelta'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */\n chooseRightDelta: function() {\n var blurScale = 1, delta = [0, 0], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n }\n else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n }\n else {\n delta[1] = blur;\n }\n return delta;\n },\n });\n\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */\n filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Gamma',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec3 uGamma;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec3 correction = (1.0 / uGamma);\\n' +\n 'color.r = pow(color.r, correction.r);\\n' +\n 'color.g = pow(color.g, correction.g);\\n' +\n 'color.b = pow(color.b, correction.b);\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.rgb *= color.a;\\n' +\n '}',\n\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */\n gamma: [1, 1, 1],\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'gamma',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.gamma = [1, 1, 1];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data,\n gamma = this.gamma, len = data.length,\n rInv = 1 / gamma[0], gInv = 1 / gamma[1],\n bInv = 1 / gamma[2], i;\n\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for (i = 0, len = 256; i < len; i++) {\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for (i = 0, len = data.length; i < len; i += 4) {\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, 'uGamma'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */\n fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */\n filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n\n type: 'Composed',\n\n /**\n * A non sparse array of filters to apply\n */\n subFilters: [],\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */\n applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */\n toObject: function() {\n return fabric.util.object.extend(this.callSuper('toObject'), {\n subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),\n });\n },\n\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });\n }\n });\n\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */\n fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [],\n subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }),\n instance = new fabric.Image.filters.Composed({ subFilters: subFilters });\n callback && callback(instance);\n return instance;\n };\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'HueRotation',\n\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */\n rotation: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'rotation',\n\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad),\n aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n },\n\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */\n fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n clone = fabric.util.object.clone;\n\n if (fabric.Text) {\n fabric.warn('fabric.Text is already defined');\n return;\n }\n\n var additionalProps =\n ('fontFamily fontWeight fontSize text underline overline linethrough' +\n ' textAlign fontStyle lineHeight textBackgroundColor charSpacing styles' +\n ' direction path pathStartOffset pathSide pathAlign').split(' ');\n\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */\n fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */\n _dimensionAffectingProps: [\n 'fontSize',\n 'fontWeight',\n 'fontFamily',\n 'fontStyle',\n 'lineHeight',\n 'text',\n 'charSpacing',\n 'textAlign',\n 'styles',\n 'path',\n 'pathStartOffset',\n 'pathSide',\n 'pathAlign'\n ],\n\n /**\n * @private\n */\n _reNewline: /\\r?\\n/,\n\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpacesAndTabs: /[ \\t\\r]/g,\n\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpaceAndTab: /[ \\t\\r]/,\n\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reWords: /\\S+/g,\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'text',\n\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */\n fontSize: 40,\n\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */\n fontWeight: 'normal',\n\n /**\n * Font family\n * @type String\n * @default\n */\n fontFamily: 'Times New Roman',\n\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */\n underline: false,\n\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */\n overline: false,\n\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */\n linethrough: false,\n\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */\n textAlign: 'left',\n\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */\n fontStyle: 'normal',\n\n /**\n * Line height\n * @type Number\n * @default\n */\n lineHeight: 1.16,\n\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n superscript: {\n size: 0.60, // fontSize factor\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n subscript: {\n size: 0.60, // fontSize factor\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n\n /**\n * Background color of text lines\n * @type String\n * @default\n */\n textBackgroundColor: '',\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */\n path: null,\n\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */\n pathStartOffset: 0,\n\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */\n pathSide: 'left',\n\n /**\n * How text is aligned to the path. This property determines\n * the perpendicular position of each character relative to the path.\n * (one of \"baseline\", \"center\", \"ascender\", \"descender\")\n * This feature is in BETA, and its behavior may change\n * @type String\n * @default\n */\n pathAlign: 'baseline',\n\n /**\n * @private\n */\n _fontSizeFraction: 0.222,\n\n /**\n * @private\n */\n offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */\n _fontSizeMult: 1.13,\n\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */\n charSpacing: 0,\n\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */\n styles: null,\n\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */\n _measuringContext: null,\n\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */\n deltaY: 0,\n\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */\n direction: 'ltr',\n\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */\n _styleProperties: [\n 'stroke',\n 'strokeWidth',\n 'fill',\n 'fontFamily',\n 'fontSize',\n 'fontWeight',\n 'fontStyle',\n 'underline',\n 'overline',\n 'linethrough',\n 'deltaY',\n 'textBackgroundColor',\n ],\n\n /**\n * contains characters bounding boxes\n */\n __charBounds: [],\n\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */\n CACHE_FONT_SIZE: 400,\n\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */\n MIN_TEXT_WIDTH: 2,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n initialize: function(text, options) {\n this.styles = options ? (options.styles || { }) : { };\n this.text = text;\n this.__skipDimension = true;\n this.callSuper('initialize', options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */\n setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * this is for internal use, please do not use it\n * @private\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache ||\n fabric.util.createCanvasElement().getContext('2d');\n }\n return fabric._measuringContext;\n },\n\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */\n _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n }\n else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Enlarge space boxes and shift the others\n */\n enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for (var j = 0, jlen = line.length; j <= jlen; j++) {\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n }\n else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */\n missingNewlineOffset: function() {\n return 1;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var dims = this.callSuper('_getCacheCanvasDimensions');\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, 'underline');\n this._renderText(ctx);\n this._renderTextDecoration(ctx, 'overline');\n this._renderTextDecoration(ctx, 'linethrough');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderText: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n }\n else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */\n _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = 'alphabetical';\n if (this.path) {\n switch (this.pathAlign) {\n case 'center':\n ctx.textBaseline = 'middle';\n break;\n case 'ascender':\n ctx.textBaseline = 'top';\n break;\n case 'descender':\n ctx.textBaseline = 'bottom';\n break;\n }\n }\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */\n calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n\n for (var i = 1, len = this._textLines.length; i < len; i++) {\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */\n _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {\n return;\n }\n var heightOfLine,\n lineLeftOffset, originalFill = ctx.fillStyle,\n line, lastColor,\n leftOffset = this._getLeftOffset(),\n lineTopOffset = this._getTopOffset(),\n boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path,\n drawStart;\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(\n -charBox.width / 2,\n -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction),\n charBox.width,\n heightOfLine / this.lineHeight\n );\n ctx.restore();\n }\n else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */\n getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = { };\n }\n var cache = fabric.charWidthsCache[fontFamily],\n cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = { };\n }\n return cache[cacheProp];\n },\n\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */\n _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle),\n previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char,\n stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth,\n fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };\n },\n\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */\n getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, 'fontSize');\n },\n\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */\n _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme,\n graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length),\n positionInPath = 0, startingPoint, totalPathLength, path = this.path,\n reverse = this.pathSide === 'right';\n\n this.__charBounds[lineIndex] = lineBounds;\n for (i = 0; i < line.length; i++) {\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch (this.textAlign) {\n case 'left':\n positionInPath = reverse ? (totalPathLength - width) : 0;\n break;\n case 'center':\n positionInPath = (totalPathLength - width) / 2;\n break;\n case 'right':\n positionInPath = reverse ? 0 : (totalPathLength - width);\n break;\n //todo - add support for justify\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for (i = reverse ? line.length - 1 : 0;\n reverse ? i >= 0 : i < line.length;\n reverse ? i-- : i++) {\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n }\n else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return { width: width, numOfSpaces: numOfSpaces };\n },\n\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */\n _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2,\n path = this.path;\n\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === 'right' ? Math.PI : 0);\n },\n\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */\n _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },\n info = this._measureChar(grapheme, style, prevGrapheme, prevStyle),\n kernedWidth = info.kernedWidth,\n width = info.width, charSpacing;\n\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY,\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */\n getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n\n var line = this._textLines[lineIndex],\n // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for (var i = 1, len = line.length; i < len; i++) {\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n\n /**\n * Calculate text box height\n */\n calcTextHeight: function() {\n var lineHeight, height = 0;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineHeight = this.getHeightOfLine(i);\n height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);\n }\n return height;\n },\n\n /**\n * @private\n * @return {Number} Left offset\n */\n _getLeftOffset: function() {\n return this.direction === 'ltr' ? -this.width / 2 : this.width / 2;\n },\n\n /**\n * @private\n * @return {Number} Top offset\n */\n _getTopOffset: function() {\n return -this.height / 2;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */\n _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n var heightOfLine = this.getHeightOfLine(i),\n maxHeight = heightOfLine / this.lineHeight,\n leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(\n method,\n ctx,\n this._textLines[i],\n left + leftOffset,\n top + lineHeights + maxHeight,\n i\n );\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas('fill')) {\n return;\n }\n\n this._renderTextCommon(ctx, 'fillText');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, 'strokeText');\n ctx.closePath();\n ctx.restore();\n },\n\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */\n _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox,\n boxWidth = 0,\n timeToRender,\n path = this.path,\n shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path,\n isLtr = this.direction === 'ltr', sign = this.direction === 'ltr' ? 1 : -1,\n drawingLeft, currentDirection = ctx.canvas.getAttribute('dir');\n ctx.save();\n if (currentDirection !== this.direction) {\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n }\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n this._renderChar(method, ctx, lineIndex, 0, line.join(''), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, false);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n }\n else {\n drawingLeft = left;\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = '';\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */\n _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx,\n // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === 'percentage' || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return { offsetX: offsetX, offsetY: offsetY };\n }\n else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n }\n else {\n // is a color\n ctx[property] = filler;\n }\n return { offsetX: 0, offsetY: 0 };\n },\n\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, 'strokeStyle', decl.stroke);\n },\n\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, 'fillStyle', decl.fill);\n },\n\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */\n _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex),\n fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n shouldFill = method === 'fillText' && fullDecl.fill,\n shouldStroke = method === 'strokeText' && fullDecl.stroke && fullDecl.strokeWidth,\n fillOffsets, strokeOffsets;\n\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n\n ctx.font = this._getFontDeclaration(fullDecl);\n\n\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true),\n fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),\n dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),\n style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */\n _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex),\n lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction,\n isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === 'justify'\n || (textAlign === 'justify-center' && !isEndOfWrapping)\n || (textAlign === 'justify-right' && !isEndOfWrapping)\n || (textAlign === 'justify-left' && !isEndOfWrapping)\n ) {\n return 0;\n }\n if (textAlign === 'center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'right') {\n leftOffset = lineDiff;\n }\n if (textAlign === 'justify-center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'justify-right') {\n leftOffset = lineDiff;\n }\n if (direction === 'rtl') {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n\n /**\n * @private\n */\n _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n\n /**\n * @private\n */\n _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex] !== undefined) {\n return this.__lineWidths[lineIndex];\n }\n\n var lineInfo = this.measureLine(lineIndex);\n var width = lineInfo.width;\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */\n getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== 'undefined') {\n return charStyle[property];\n }\n return this[property];\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size,\n lineLeftOffset, dy, _dy,\n line, lastDecoration,\n leftOffset = this._getLeftOffset(),\n topOffset = this._getTopOffset(), top,\n boxStart, boxWidth, charBox, currentDecoration,\n maxHeight, currentFill, lastFill, path = this.path,\n charSpacing = this._getWidthOfCharSpacing(),\n offsetY = this.offsets[type];\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, 'fill');\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, 'deltaY');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, 'fill');\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, 'deltaY');\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(\n -charBox.kernedWidth / 2,\n offsetY * _size + _dy,\n charBox.kernedWidth,\n this.fontSize / 15\n );\n ctx.restore();\n }\n else if (\n (currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy)\n && boxWidth > 0\n ) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth,\n this.fontSize / 15\n );\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth - charSpacing,\n this.fontSize / 15\n );\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */\n _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily,\n fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined ||\n family.indexOf('\\'') > -1 || family.indexOf(',') > -1 ||\n family.indexOf('\"') > -1 || fontIsGeneric\n ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),\n (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),\n forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',\n fontFamily\n ].join(' ');\n },\n\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper('render', ctx);\n },\n\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */\n _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline),\n newLines = new Array(lines.length),\n newLine = ['\\n'],\n newText = [];\n for (var i = 0; i < lines.length; i++) {\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper('toObject', allProperties);\n obj.styles = fabric.util.stylesToArray(this.styles, this.text);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n this.callSuper('set', key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === 'object') {\n for (var _key in key) {\n if (_key === 'path') {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === 'path';\n }\n }\n else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === 'path';\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */\n complexity: function() {\n return 1;\n }\n });\n\n \n\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */\n fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject('Text', objectCopy, function(textInstance) {\n textInstance.styles = fabric.util.stylesFromArray(object.styles, object.text);\n if (path) {\n fabric.Object._fromObject('Path', path, function(pathInstance) {\n textInstance.set('path', pathInstance);\n callback(textInstance);\n }, 'path');\n }\n else {\n callback(textInstance);\n }\n }, 'text');\n };\n\n fabric.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n return true;\n },\n\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { 0: this.styles[lineIndex] };\n // eslint-disable-next-line\n for (var p1 in obj) {\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n if (typeof obj[p1][p2][property] !== 'undefined') {\n return true;\n }\n }\n }\n return false;\n },\n\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */\n cleanStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,\n allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for (var p1 in obj) {\n letterCount = 0;\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n var styleObject = obj[p1][p2],\n stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n\n stylesCount++;\n\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n }\n else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n }\n else {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n }\n else {\n delete obj[p1][p2];\n }\n }\n\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for (var i = 0; i < this._textLines.length; i++) {\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */\n removeStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for (lineNum in obj) {\n line = obj[lineNum];\n for (charNum in line) {\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n\n /**\n * @private\n */\n _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */\n get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === 'undefined') {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines,\n len = lines.length;\n for (var i = 0; i < len; i++) {\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */\n getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for (var i = startIndex; i < endIndex; i++) {\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */\n getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position),\n style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :\n this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */\n setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n for (var i = startIndex; i < endIndex; i++) {\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */\n this._forceClearCache = true;\n return this;\n },\n\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */\n getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || { },\n styleObject = { }, prop;\n for (var i = 0; i < this._styleProperties.length; i++) {\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];\n }\n return styleObject;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */\n _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n\n /**\n * @param {Number} lineIndex\n * @private\n */\n _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n(function() {\n\n var controlsUtils = fabric.controlsUtils,\n scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler,\n scaleStyleHandler = controlsUtils.scaleCursorStyleHandler,\n scalingEqually = controlsUtils.scalingEqually,\n scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX,\n scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY,\n scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName,\n objectControls = fabric.Object.prototype.controls;\n\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: 'rotate',\n });\n\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = { };\n\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n }\n})();\n(function () {\n /** ERASER_START */\n\n /**\n * add `eraser` to enlivened props\n */\n fabric.Object.ENLIVEN_PROPS.push('eraser');\n\n var __drawClipPath = fabric.Object.prototype._drawClipPath;\n var _needsItsOwnCache = fabric.Object.prototype.needsItsOwnCache;\n var _toObject = fabric.Object.prototype.toObject;\n var _getSvgCommons = fabric.Object.prototype.getSvgCommons;\n var __createBaseClipPathSVGMarkup = fabric.Object.prototype._createBaseClipPathSVGMarkup;\n var __createBaseSVGMarkup = fabric.Object.prototype._createBaseSVGMarkup;\n\n fabric.Object.prototype.cacheProperties.push('eraser');\n fabric.Object.prototype.stateProperties.push('eraser');\n\n /**\n * @fires erasing:end\n */\n fabric.util.object.extend(fabric.Object.prototype, {\n /**\n * Indicates whether this object can be erased by {@link fabric.EraserBrush}\n * The `deep` option introduces fine grained control over a group's `erasable` property.\n * When set to `deep` the eraser will erase nested objects if they are erasable, leaving the group and the other objects untouched.\n * When set to `true` the eraser will erase the entire group. Once the group changes the eraser is propagated to its children for proper functionality.\n * When set to `false` the eraser will leave all objects including the group untouched.\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n * @type boolean | 'deep'\n * @default true\n */\n erasable: true,\n\n /**\n * @tutorial {@link http://fabricjs.com/erasing#eraser}\n * @type fabric.Eraser\n */\n eraser: undefined,\n\n /**\n * @override\n * @returns Boolean\n */\n needsItsOwnCache: function () {\n return _needsItsOwnCache.call(this) || !!this.eraser;\n },\n\n /**\n * draw eraser above clip path\n * @override\n * @private\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */\n _drawClipPath: function (ctx, clipPath) {\n __drawClipPath.call(this, ctx, clipPath);\n if (this.eraser) {\n // update eraser size to match instance\n var size = this._getNonTransformedDimensions();\n this.eraser.isType('eraser') && this.eraser.set({\n width: size.x,\n height: size.y\n });\n __drawClipPath.call(this, ctx, this.eraser);\n }\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n var object = _toObject.call(this, ['erasable'].concat(propertiesToInclude));\n if (this.eraser && !this.eraser.excludeFromExport) {\n object.eraser = this.eraser.toObject(propertiesToInclude);\n }\n return object;\n },\n\n \n });\n\n var __restoreObjectsState = fabric.Group.prototype._restoreObjectsState;\n fabric.util.object.extend(fabric.Group.prototype, {\n /**\n * @private\n * @param {fabric.Path} path\n */\n _addEraserPathToObjects: function (path) {\n this._objects.forEach(function (object) {\n fabric.EraserBrush.prototype._addPathToObjectEraser.call(\n fabric.EraserBrush.prototype,\n object,\n path\n );\n });\n },\n\n /**\n * Applies the group's eraser to its objects\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n */\n applyEraserToObjects: function () {\n var _this = this, eraser = this.eraser;\n if (eraser) {\n delete this.eraser;\n var transform = _this.calcTransformMatrix();\n eraser.clone(function (eraser) {\n var clipPath = _this.clipPath;\n eraser.getObjects('path')\n .forEach(function (path) {\n // first we transform the path from the group's coordinate system to the canvas'\n var originalTransform = fabric.util.multiplyTransformMatrices(\n transform,\n path.calcTransformMatrix()\n );\n fabric.util.applyTransformToObject(path, originalTransform);\n if (clipPath) {\n clipPath.clone(function (_clipPath) {\n var eraserPath = fabric.EraserBrush.prototype.applyClipPathToPath.call(\n fabric.EraserBrush.prototype,\n path,\n _clipPath,\n transform\n );\n _this._addEraserPathToObjects(eraserPath);\n }, ['absolutePositioned', 'inverted']);\n }\n else {\n _this._addEraserPathToObjects(path);\n }\n });\n });\n }\n },\n\n /**\n * Propagate the group's eraser to its objects, crucial for proper functionality of the eraser within the group and nested objects.\n * @private\n */\n _restoreObjectsState: function () {\n this.erasable === true && this.applyEraserToObjects();\n return __restoreObjectsState.call(this);\n }\n });\n\n /**\n * An object's Eraser\n * @private\n * @class fabric.Eraser\n * @extends fabric.Group\n * @memberof fabric\n */\n fabric.Eraser = fabric.util.createClass(fabric.Group, {\n /**\n * @readonly\n * @static\n */\n type: 'eraser',\n\n /**\n * @default\n */\n originX: 'center',\n\n /**\n * @default\n */\n originY: 'center',\n\n drawObject: function (ctx) {\n ctx.save();\n ctx.fillStyle = 'black';\n ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);\n ctx.restore();\n this.callSuper('drawObject', ctx);\n },\n\n /**\n * eraser should retain size\n * dimensions should not change when paths are added or removed\n * handled by {@link fabric.Object#_drawClipPath}\n * @override\n * @private\n */\n _getBounds: function () {\n // noop\n },\n\n \n });\n\n /**\n * Returns {@link fabric.Eraser} instance from an object representation\n * @static\n * @memberOf fabric.Eraser\n * @param {Object} object Object to create an Eraser from\n * @param {Function} [callback] Callback to invoke when an eraser instance is created\n */\n fabric.Eraser.fromObject = function (object, callback) {\n var objects = object.objects;\n fabric.util.enlivenObjects(objects, function (enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function () {\n callback && callback(new fabric.Eraser(enlivenedObjects, options, true));\n });\n });\n };\n\n var __renderOverlay = fabric.Canvas.prototype._renderOverlay;\n /**\n * @fires erasing:start\n * @fires erasing:end\n */\n fabric.util.object.extend(fabric.Canvas.prototype, {\n /**\n * Used by {@link #renderAll}\n * @returns boolean\n */\n isErasing: function () {\n return (\n this.isDrawingMode &&\n this.freeDrawingBrush &&\n this.freeDrawingBrush.type === 'eraser' &&\n this.freeDrawingBrush._isErasing\n );\n },\n\n /**\n * While erasing the brush clips out the erasing path from canvas\n * so we need to render it on top of canvas every render\n * @param {CanvasRenderingContext2D} ctx\n */\n _renderOverlay: function (ctx) {\n __renderOverlay.call(this, ctx);\n if (this.isErasing() && !this.freeDrawingBrush.inverted) {\n this.freeDrawingBrush._render();\n }\n }\n });\n\n /**\n * EraserBrush class\n * Supports selective erasing meaning that only erasable objects are affected by the eraser brush.\n * Supports **inverted** erasing meaning that the brush can \"undo\" erasing.\n *\n * In order to support selective erasing, the brush clips the entire canvas\n * and then draws all non-erasable objects over the erased path using a pattern brush so to speak (masking).\n * If brush is **inverted** there is no need to clip canvas. The brush draws all erasable objects without their eraser.\n * This achieves the desired effect of seeming to erase or unerase only erasable objects.\n * After erasing is done the created path is added to all intersected objects' `eraser` property.\n *\n * In order to update the EraserBrush call `preparePattern`.\n * It may come in handy when canvas changes during erasing (i.e animations) and you want the eraser to reflect the changes.\n *\n * @tutorial {@link http://fabricjs.com/erasing}\n * @class fabric.EraserBrush\n * @extends fabric.PencilBrush\n * @memberof fabric\n */\n fabric.EraserBrush = fabric.util.createClass(\n fabric.PencilBrush,\n /** @lends fabric.EraserBrush.prototype */ {\n type: 'eraser',\n\n /**\n * When set to `true` the brush will create a visual effect of undoing erasing\n */\n inverted: false,\n\n /**\n * @private\n */\n _isErasing: false,\n\n /**\n *\n * @private\n * @param {fabric.Object} object\n * @returns boolean\n */\n _isErasable: function (object) {\n return object.erasable !== false;\n },\n\n /**\n * @private\n * This is designed to support erasing a collection with both erasable and non-erasable objects.\n * Iterates over collections to allow nested selective erasing.\n * Prepares the pattern brush that will draw on the top context to achieve the desired visual effect.\n * If brush is **NOT** inverted render all non-erasable objects.\n * If brush is inverted render all erasable objects that have been erased with their clip path inverted.\n * This will render the erased parts as if they were not erased.\n *\n * @param {fabric.Collection} collection\n * @param {CanvasRenderingContext2D} ctx\n * @param {{ visibility: fabric.Object[], eraser: fabric.Object[], collection: fabric.Object[] }} restorationContext\n */\n _prepareCollectionTraversal: function (collection, ctx, restorationContext) {\n collection.forEachObject(function (obj) {\n if (obj.forEachObject && obj.erasable === 'deep') {\n // traverse\n this._prepareCollectionTraversal(obj, ctx, restorationContext);\n }\n else if (!this.inverted && obj.erasable && obj.visible) {\n // render only non-erasable objects\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n }\n else if (this.inverted && obj.visible) {\n // render only erasable objects that were erased\n if (obj.erasable && obj.eraser) {\n obj.eraser.inverted = true;\n obj.dirty = true;\n collection.dirty = true;\n restorationContext.eraser.push(obj);\n restorationContext.collection.push(collection);\n }\n else {\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n }\n }\n }, this);\n },\n\n /**\n * Prepare the pattern for the erasing brush\n * This pattern will be drawn on the top context, achieving a visual effect of erasing only erasable objects\n * @todo decide how overlay color should behave when `inverted === true`, currently draws over it which is undesirable\n * @private\n */\n preparePattern: function () {\n if (!this._patternCanvas) {\n this._patternCanvas = fabric.util.createCanvasElement();\n }\n var canvas = this._patternCanvas;\n canvas.width = this.canvas.width;\n canvas.height = this.canvas.height;\n var patternCtx = canvas.getContext('2d');\n if (this.canvas._isRetinaScaling()) {\n var retinaScaling = this.canvas.getRetinaScaling();\n this.canvas.__initRetinaScaling(retinaScaling, canvas, patternCtx);\n }\n var backgroundImage = this.canvas.backgroundImage,\n bgErasable = backgroundImage && this._isErasable(backgroundImage),\n overlayImage = this.canvas.overlayImage,\n overlayErasable = overlayImage && this._isErasable(overlayImage);\n if (!this.inverted && ((backgroundImage && !bgErasable) || !!this.canvas.backgroundColor)) {\n if (bgErasable) { this.canvas.backgroundImage = undefined; }\n this.canvas._renderBackground(patternCtx);\n if (bgErasable) { this.canvas.backgroundImage = backgroundImage; }\n }\n else if (this.inverted && (backgroundImage && bgErasable)) {\n var color = this.canvas.backgroundColor;\n this.canvas.backgroundColor = undefined;\n this.canvas._renderBackground(patternCtx);\n this.canvas.backgroundColor = color;\n }\n patternCtx.save();\n patternCtx.transform.apply(patternCtx, this.canvas.viewportTransform);\n var restorationContext = { visibility: [], eraser: [], collection: [] };\n this._prepareCollectionTraversal(this.canvas, patternCtx, restorationContext);\n this.canvas._renderObjects(patternCtx, this.canvas._objects);\n restorationContext.visibility.forEach(function (obj) { obj.visible = true; });\n restorationContext.eraser.forEach(function (obj) {\n obj.eraser.inverted = false;\n obj.dirty = true;\n });\n restorationContext.collection.forEach(function (obj) { obj.dirty = true; });\n patternCtx.restore();\n if (!this.inverted && ((overlayImage && !overlayErasable) || !!this.canvas.overlayColor)) {\n if (overlayErasable) { this.canvas.overlayImage = undefined; }\n __renderOverlay.call(this.canvas, patternCtx);\n if (overlayErasable) { this.canvas.overlayImage = overlayImage; }\n }\n else if (this.inverted && (overlayImage && overlayErasable)) {\n var color = this.canvas.overlayColor;\n this.canvas.overlayColor = undefined;\n __renderOverlay.call(this.canvas, patternCtx);\n this.canvas.overlayColor = color;\n }\n },\n\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function (ctx) {\n this.callSuper('_setBrushStyles', ctx);\n ctx.strokeStyle = 'black';\n },\n\n /**\n * **Customiztion**\n *\n * if you need the eraser to update on each render (i.e animating during erasing) override this method by **adding** the following (performance may suffer):\n * @example\n * ```\n * if(ctx === this.canvas.contextTop) {\n * this.preparePattern();\n * }\n * ```\n *\n * @override fabric.BaseBrush#_saveAndTransform\n * @param {CanvasRenderingContext2D} ctx\n */\n _saveAndTransform: function (ctx) {\n this.callSuper('_saveAndTransform', ctx);\n this._setBrushStyles(ctx);\n ctx.globalCompositeOperation = ctx === this.canvas.getContext() ? 'destination-out' : 'source-over';\n },\n\n /**\n * We indicate {@link fabric.PencilBrush} to repaint itself if necessary\n * @returns\n */\n needsFullRender: function () {\n return true;\n },\n\n /**\n *\n * @param {fabric.Point} pointer\n * @param {fabric.IEvent} options\n * @returns\n */\n onMouseDown: function (pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n\n // prepare for erasing\n this.preparePattern();\n this._isErasing = true;\n this.canvas.fire('erasing:start');\n this._render();\n },\n\n /**\n * Rendering Logic:\n * 1. Use brush to clip canvas by rendering it on top of canvas (unnecessary if `inverted === true`)\n * 2. Render brush with canvas pattern on top context\n *\n */\n _render: function () {\n var ctx;\n if (!this.inverted) {\n // clip canvas\n ctx = this.canvas.getContext();\n this.callSuper('_render', ctx);\n }\n // render brush and mask it with image of non erasables\n ctx = this.canvas.contextTop;\n this.canvas.clearContext(ctx);\n this.callSuper('_render', ctx);\n ctx.save();\n var t = this.canvas.getRetinaScaling(), s = 1 / t;\n ctx.scale(s, s);\n ctx.globalCompositeOperation = 'source-in';\n ctx.drawImage(this._patternCanvas, 0, 0);\n ctx.restore();\n },\n\n /**\n * Creates fabric.Path object\n * @override\n * @private\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n * @returns\n */\n createPath: function (pathData) {\n var path = this.callSuper('createPath', pathData);\n path.globalCompositeOperation = this.inverted ? 'source-over' : 'destination-out';\n path.stroke = this.inverted ? 'white' : 'black';\n return path;\n },\n\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path in canvas coordinate plane\n * @param {fabric.Object} clipPath The clipPath to apply to the path\n * @param {number[]} clipPathContainerTransformMatrix The transform matrix of the object that the clip path belongs to\n * @returns {fabric.Path} path with clip path\n */\n applyClipPathToPath: function (path, clipPath, clipPathContainerTransformMatrix) {\n var pathInvTransform = fabric.util.invertTransform(path.calcTransformMatrix()),\n clipPathTransform = clipPath.calcTransformMatrix(),\n transform = clipPath.absolutePositioned ?\n pathInvTransform :\n fabric.util.multiplyTransformMatrices(\n pathInvTransform,\n clipPathContainerTransformMatrix\n );\n // when passing down a clip path it becomes relative to the parent\n // so we transform it acoordingly and set `absolutePositioned` to false\n clipPath.absolutePositioned = false;\n fabric.util.applyTransformToObject(\n clipPath,\n fabric.util.multiplyTransformMatrices(\n transform,\n clipPathTransform\n )\n );\n // We need to clip `path` with both `clipPath` and it's own clip path if existing (`path.clipPath`)\n // so in turn `path` erases an object only where it overlaps with all it's clip paths, regardless of how many there are.\n // this is done because both clip paths may have nested clip paths of their own (this method walks down a collection => this may reccur),\n // so we can't assign one to the other's clip path property.\n path.clipPath = path.clipPath ? fabric.util.mergeClipPaths(clipPath, path.clipPath) : clipPath;\n return path;\n },\n\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path\n * @param {fabric.Object} object The clipPath to apply to path belongs to object\n * @param {Function} callback Callback to be invoked with the cloned path after applying the clip path\n */\n clonePathWithClipPath: function (path, object, callback) {\n var objTransform = object.calcTransformMatrix();\n var clipPath = object.clipPath;\n var _this = this;\n path.clone(function (_path) {\n clipPath.clone(function (_clipPath) {\n callback(_this.applyClipPathToPath(_path, _clipPath, objTransform));\n }, ['absolutePositioned', 'inverted']);\n });\n },\n\n /**\n * Adds path to object's eraser, walks down object's descendants if necessary\n *\n * @fires erasing:end on object\n * @param {fabric.Object} obj\n * @param {fabric.Path} path\n */\n _addPathToObjectEraser: function (obj, path) {\n var _this = this;\n // object is collection, i.e group\n if (obj.forEachObject && obj.erasable === 'deep') {\n var targets = obj._objects.filter(function (_obj) {\n return _obj.erasable;\n });\n if (targets.length > 0 && obj.clipPath) {\n this.clonePathWithClipPath(path, obj, function (_path) {\n targets.forEach(function (_obj) {\n _this._addPathToObjectEraser(_obj, _path);\n });\n });\n }\n else if (targets.length > 0) {\n targets.forEach(function (_obj) {\n _this._addPathToObjectEraser(_obj, path);\n });\n }\n return;\n }\n // prepare eraser\n var eraser = obj.eraser;\n if (!eraser) {\n eraser = new fabric.Eraser();\n obj.eraser = eraser;\n }\n // clone and add path\n path.clone(function (path) {\n // http://fabricjs.com/using-transformations\n var desiredTransform = fabric.util.multiplyTransformMatrices(\n fabric.util.invertTransform(\n obj.calcTransformMatrix()\n ),\n path.calcTransformMatrix()\n );\n fabric.util.applyTransformToObject(path, desiredTransform);\n eraser.addWithUpdate(path);\n obj.set('dirty', true);\n obj.fire('erasing:end', 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MODULE: ./node_modules/react-icons/go/index.esm.js\nvar go_index_esm = __webpack_require__(6653);\n// EXTERNAL MODULE: ./node_modules/react-icons/gi/index.esm.js\nvar gi_index_esm = __webpack_require__(2585);\n// EXTERNAL MODULE: ./node_modules/react-icons/io/index.esm.js\nvar io_index_esm = __webpack_require__(1649);\n// EXTERNAL MODULE: ./node_modules/react-icons/im/index.esm.js\nvar im_index_esm = __webpack_require__(3990);\n;// CONCATENATED MODULE: ./src/CanvasTools.tsx\n\n\n\n\n\n\n\n\n\n\n\n\nfunction CanvasTools() {\n const nameInputRef = (0,react.useRef)(null);\n const fileInputRef = (0,react.useRef)(null);\n const fileTypeRef = (0,react.useRef)(null);\n const { activeCanvas , backgroundColor , setBackgroundColor , selectedObjects , lockedObjects , lockSelection , unlockSelection , bringForward , sendBackward , duplicate , deleteSelection , undo , redo , canUndo , canRedo , brushColor , setBrushColor , brushSize , setBrushSize , activeCanvasType , addImages , exportSkin } = 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./vendor/fabric/fabric.js\nvar fabric = __webpack_require__(6287);\n;// CONCATENATED MODULE: ./src/useWarrior.ts\n\nconst WarriorContext = react.createContext(null);\nWarriorContext.displayName = \"WarriorContext\";\n\nfunction useWarrior() {\n const context = (0,react.useContext)(WarriorContext);\n if (!context) {\n throw new Error(\"No WarriorContext.Provider\");\n }\n return context;\n}\n\n;// CONCATENATED MODULE: ./src/fabricUtils.ts\n\nfunction createFabricImage(url) {\n return new Promise((resolve)=>fabric.fabric.Image.fromURL(url, resolve, {\n crossOrigin: \"anonymous\"\n }));\n}\n\n// EXTERNAL MODULE: ./node_modules/comlink/dist/esm/comlink.mjs\nvar comlink = __webpack_require__(4375);\n;// CONCATENATED MODULE: ./node_modules/worker-loader/dist/cjs.js!./src/imageProcessing.worker.ts\nfunction Worker_fn() {\n return new Worker(__webpack_require__.p + \"static/chunks/imageProcessing.worker-ec557200a46215b3.worker.js\");\n}\n\n;// CONCATENATED MODULE: ./src/useImageWorker.ts\n\n\n\nfunction useImageWorker() {\n const workerRef = (0,react.useRef)(null);\n const functionsRef = (0,react.useRef)(null);\n const value = (0,react.useMemo)(()=>{\n const getFunctions = ()=>{\n return functionsRef.current;\n };\n return {\n async combineColorAndAlphaImageUrls () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.combineColorAndAlphaImageUrls(...args);\n },\n async removeAlphaFromArrayBuffer () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.removeAlphaFromArrayBuffer(...args);\n },\n async convertArrayBufferAlphaToGrayscale () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.convertArrayBufferAlphaToGrayscale(...args);\n },\n async convertGrayscaleImageUrlToMetallicRoughness () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.convertGrayscaleImageUrlToMetallicRoughness(...args);\n }\n };\n }, []);\n (0,react.useEffect)(()=>{\n const worker = new Worker_fn();\n const functions = comlink/* wrap */.Ud(worker);\n workerRef.current = worker;\n functionsRef.current = functions;\n return ()=>{\n functions[comlink/* releaseProxy */.Yy]();\n worker.terminate();\n };\n }, []);\n return value;\n}\n\n;// CONCATENATED MODULE: ./src/useSettings.ts\nfunction useSettings() {\n return {\n canvasPadding: 64,\n basePath: true ? \"/t2-model-skinner\" : 0\n };\n}\n\n// EXTERNAL MODULE: ./node_modules/pngjs/browser.js\nvar browser = __webpack_require__(7113);\n// EXTERNAL MODULE: ./node_modules/get-stream/index.js\nvar get_stream = __webpack_require__(31);\n;// CONCATENATED MODULE: ./src/imageUtils.ts\n\n\nfunction arrayBufferToBase64(arrayBuffer) {\n let base64 = \"\";\n const encodings = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/\";\n const bytes = new Uint8Array(arrayBuffer);\n const byteLength = bytes.byteLength;\n const byteRemainder = byteLength % 3;\n const mainLength = byteLength - byteRemainder;\n let a, b, c, d;\n let chunk;\n // Main loop deals with bytes in chunks of 3\n for(let i = 0; i < mainLength; i = i + 3){\n // Combine the three bytes into a single integer\n chunk = bytes[i] << 16 | bytes[i + 1] << 8 | bytes[i + 2];\n // Use bitmasks to extract 6-bit segments from the triplet\n a = (chunk & 16515072) >> 18; // 16515072 = (2^6 - 1) << 18\n b = (chunk & 258048) >> 12; // 258048 = (2^6 - 1) << 12\n c = (chunk & 4032) >> 6; // 4032 = (2^6 - 1) << 6\n d = chunk & 63; // 63 = 2^6 - 1\n // Convert the raw binary segments to the appropriate ASCII encoding\n base64 += encodings[a] + encodings[b] + encodings[c] + encodings[d];\n }\n // Deal with the remaining bytes and padding\n if (byteRemainder == 1) {\n chunk = bytes[mainLength];\n a = (chunk & 252) >> 2; // 252 = (2^6 - 1) << 2\n // Set the 4 least significant bits to zero\n b = (chunk & 3) << 4; // 3 = 2^2 - 1\n base64 += encodings[a] + encodings[b] + \"==\";\n } else if (byteRemainder == 2) {\n chunk = bytes[mainLength] << 8 | bytes[mainLength + 1];\n a = (chunk & 64512) >> 10; // 64512 = (2^6 - 1) << 10\n b = (chunk & 1008) >> 4; // 1008 = (2^6 - 1) << 4\n // Set the 2 least significant bits to zero\n c = (chunk & 15) << 2; // 15 = 2^4 - 1\n base64 += encodings[a] + encodings[b] + encodings[c] + \"=\";\n }\n return base64;\n}\nasync function rgbaToArrayBuffer(rgba, param) {\n let { width , height } = param;\n const png = new PNG({\n width,\n height,\n inputHasAlpha: true\n });\n png.data = rgba;\n png.pack();\n const arrayBuffer = await getStream.buffer(png);\n return arrayBuffer;\n}\nfunction arrayBufferToImageUrl(arrayBuffer) {\n const base64 = arrayBufferToBase64(arrayBuffer);\n return \"data:image/png;base64,\".concat(base64);\n}\nasync function imageUrlToArrayBuffer(url) {\n const response = await fetch(url);\n if (response.ok) {\n const arrayBuffer = await response.arrayBuffer();\n return arrayBuffer;\n } else {\n throw new Error(\"Failed to load image URL: \".concat(url));\n }\n}\nasync function arrayBufferToRgba(arrayBuffer) {\n const png = await new Promise((resolve, reject)=>new PNG().parse(arrayBuffer, (err, data)=>{\n if (err) {\n reject(err);\n } else {\n resolve(data);\n }\n }));\n return {\n rgba: png.data,\n width: png.width,\n height: png.height\n };\n}\nasync function setGrayscaleFromAlpha(rgba) {\n const length = rgba.length;\n for(let i = 0; i < length; i += 4){\n const alpha = rgba[i + 3];\n rgba[i] = alpha;\n rgba[i + 1] = alpha;\n rgba[i + 2] = alpha;\n rgba[i + 3] = 255;\n }\n}\nasync function setAlphaFromGrayscale(rgba, grayscaleRgba) {\n const length = rgba.length;\n // Modify image to map white pixels on the metallic canvas\n // to the alpha channel.\n for(let i = 0; i < length; i += 4){\n rgba[i + 3] = Math.max(1, grayscaleRgba[i]);\n }\n}\nasync function setAlphaToMax(rgba) {\n const length = rgba.length;\n for(let i = 0; i < length; i += 4){\n rgba[i + 3] = 255;\n }\n}\nfunction setMetallicFromGrayscale(rgba) {\n const length = rgba.length;\n for(let i = 0; i < length; i += 4){\n const grayscale = rgba[i];\n // Red meanings nothing, set to 0.\n rgba[i] = 0;\n // Green maps to roughness. We want more metallic to be less rough.\n rgba[i + 1] = grayscale > 0 ? 255 - Math.min(grayscale * 2 + 64, 255) : 255;\n // Blue and alpha values should already be correct.\n rgba[i + 2] = grayscale ? Math.min(grayscale * 1 + 64, 255) : 0;\n }\n}\nasync function imageUrlToRgba(imageUrl) {\n const arrayBuffer = await imageUrlToArrayBuffer(imageUrl);\n const { rgba , width , height } = await arrayBufferToRgba(arrayBuffer);\n return {\n rgba,\n width,\n height\n };\n}\nasync function rgbaToImageUrl(rgba, param) {\n let { width , height } = param;\n const arrayBuffer = await rgbaToArrayBuffer(rgba, {\n width,\n height\n });\n const imageUrl = arrayBufferToImageUrl(arrayBuffer);\n return imageUrl;\n}\nasync function combineColorAndAlphaImageUrls(param) {\n let { colorImageUrl , metallicImageUrl } = param;\n const [{ rgba , width , height }, { rgba: metallicRgba }] = await Promise.all([\n imageUrlToRgba(colorImageUrl),\n imageUrlToRgba(metallicImageUrl)\n ]);\n setAlphaFromGrayscale(rgba, metallicRgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\nasync function removeAlphaFromArrayBuffer(arrayBuffer) {\n const { rgba , width , height } = await arrayBufferToRgba(arrayBuffer);\n setAlphaToMax(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\nasync function convertArrayBufferAlphaToGrayscale(arrayBuffer) {\n const { rgba , width , height } = await arrayBufferToRgba(arrayBuffer);\n setGrayscaleFromAlpha(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\nasync function convertGrayscaleImageUrlToMetallicRoughness(imageUrl) {\n const { rgba , width , height } = await imageUrlToRgba(imageUrl);\n setMetallicFromGrayscale(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\n\n;// CONCATENATED MODULE: ./src/ToolsProvider.tsx\n\n\n\n\n\n\n\n\n\n\n\nconst { publicRuntimeConfig } = config_default()();\nconst { materials } = publicRuntimeConfig;\nfunction lockObject(object) {\n object.lockMovementX = true;\n object.lockMovementY = true;\n object.lockScalingX = true;\n object.lockScalingY = true;\n object.lockRotation = true;\n}\nfunction unlockObject(object) {\n object.lockMovementX = false;\n object.lockMovementY = false;\n object.lockScalingX = false;\n object.lockScalingY = false;\n object.lockRotation = false;\n}\nfunction isActiveSelection(object) {\n return object.type === \"activeSelection\";\n}\nfunction ToolsProvider(param) {\n let { children } = param;\n const { actualModel , selectedModelType } = useWarrior();\n const [selectedMaterialIndex, setSelectedMaterialIndex] = (0,react.useState)(0);\n const materialDefs = materials[actualModel];\n var _materialDefs_selectedMaterialIndex;\n const materialDef = (_materialDefs_selectedMaterialIndex = materialDefs[selectedMaterialIndex]) !== null && _materialDefs_selectedMaterialIndex !== void 0 ? _materialDefs_selectedMaterialIndex : null;\n var _materialDef_size;\n const textureSize = (0,react.useMemo)(()=>(_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : [\n 512,\n 512\n ], [\n materialDef\n ]);\n const hasMetallic = !(materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1);\n const [activeCanvasType, setActiveCanvasType] = (0,react.useState)(\"color\");\n if (!hasMetallic && activeCanvasType === \"metallic\") {\n setActiveCanvasType(\"color\");\n }\n const [backgroundColor, setBackgroundColor] = (0,react.useState)(\"magenta\");\n const [lockedObjects, setLockedObjects] = (0,react.useState)(()=>new Set());\n const [brushColor, setBrushColor] = (0,react.useState)(200);\n const [brushSize, setBrushSize] = (0,react.useState)(10);\n const [selectedObjects, setSelectedObjects] = (0,react.useState)(()=>[]);\n const activeCanvas = materialDef ? \"\".concat(materialDef.name, \":\").concat(activeCanvasType) : null;\n const metallicCanvasId = materialDef ? \"\".concat(materialDef.name, \":metallic\") : null;\n const { canvases } = src_useCanvas();\n const { canvas , notifyChange , undo , redo , canUndo , canRedo } = src_useCanvas(activeCanvas);\n const { canvas: metallicCanvas } = src_useCanvas(metallicCanvasId);\n const [isDrawingMode, setDrawingMode] = (0,react.useState)(false);\n const { combineColorAndAlphaImageUrls } = useImageWorker();\n const { canvasPadding } = useSettings();\n const lockSelection = (0,react.useCallback)(()=>{\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects)=>{\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects){\n newLockedObjects.add(selectedObject);\n lockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [\n selectedObjects\n ]);\n const unlockSelection = (0,react.useCallback)(()=>{\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects)=>{\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects){\n newLockedObjects.delete(selectedObject);\n unlockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [\n selectedObjects\n ]);\n const bringForward = (0,react.useCallback)(async ()=>{\n const object = canvas.getActiveObject();\n if (object) {\n canvas.bringForward(object, true);\n notifyChange();\n }\n }, [\n canvas,\n notifyChange\n ]);\n const sendBackward = (0,react.useCallback)(async ()=>{\n const object = canvas.getActiveObject();\n if (object) {\n // Don't allow below base skin.\n if (canvas._objects[0] === object || canvas._objects[1] === object) {\n return;\n }\n canvas.sendBackwards(object, true);\n notifyChange();\n }\n }, [\n canvas,\n notifyChange\n ]);\n const addImages = (0,react.useCallback)(async (imageUrls)=>{\n let lastAddedImage;\n for (const imageUrl of imageUrls){\n const image = await createFabricImage(imageUrl);\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n const widthRatio = image.width / textureSize[0];\n const heightRatio = image.height / textureSize[1];\n if (widthRatio > 1 || heightRatio > 1) {\n let scale;\n if (widthRatio > heightRatio) {\n scale = 1 / widthRatio;\n } else {\n scale = 1 / heightRatio;\n }\n image.scaleX = scale;\n image.scaleY = scale;\n }\n if (activeCanvasType === \"metallic\") {\n if (!image.filters) {\n image.filters = [];\n }\n const grayscaleFilter = new fabric.fabric.Image.filters.Grayscale();\n image.filters.push(grayscaleFilter);\n image.applyFilters();\n }\n setDrawingMode(false);\n canvas.centerObject(image);\n canvas.add(image);\n lastAddedImage = image;\n }\n if (lastAddedImage) {\n canvas.setActiveObject(lastAddedImage);\n }\n }, [\n canvas,\n activeCanvasType,\n textureSize\n ]);\n const duplicate = (0,react.useCallback)(async ()=>{\n const object = canvas.getActiveObject();\n if (object) {\n const copy = await new Promise((resolve)=>object.clone(resolve));\n var _copy_top, _copy_left;\n copy.set({\n top: ((_copy_top = copy.top) !== null && _copy_top !== void 0 ? _copy_top : 0) + 20,\n left: ((_copy_left = copy.left) !== null && _copy_left !== void 0 ? _copy_left : 0) + 20,\n evented: true\n });\n if (isActiveSelection(copy)) {\n copy.canvas = canvas;\n copy.forEachObject((object)=>{\n canvas.add(object);\n });\n copy.setCoords();\n }\n canvas.discardActiveObject();\n canvas.add(copy);\n canvas.setActiveObject(copy);\n }\n }, [\n canvas\n ]);\n const deleteSelection = (0,react.useCallback)(async ()=>{\n const objects = canvas.getActiveObjects();\n canvas.discardActiveObject();\n canvas.remove(...objects);\n canvas.requestRenderAll();\n // forceUpdateRef.current();\n }, [\n canvas\n ]);\n const exportSkin = (0,react.useCallback)(async (param)=>{\n let { format , name =\"\" } = param;\n const { savePngFile , saveZipFile , createZipFile } = await Promise.all(/* import() */[__webpack_require__.e(354), __webpack_require__.e(70)]).then(__webpack_require__.bind(__webpack_require__, 8070));\n name = name.trim() || \"MyCustomSkin\";\n const materialExports = await Promise.all(materialDefs.filter((materialDef)=>materialDef && !materialDef.hidden).map(async (materialDef)=>{\n var _canvases_, _canvases_1;\n const colorCanvas = (_canvases_ = canvases[\"\".concat(materialDef.name, \":color\")]) === null || _canvases_ === void 0 ? void 0 : _canvases_.canvas;\n const metallicCanvas = (_canvases_1 = canvases[\"\".concat(materialDef.name, \":metallic\")]) === null || _canvases_1 === void 0 ? void 0 : _canvases_1.canvas;\n var _materialDef_size;\n const textureSize = (_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : [\n 512,\n 512\n ];\n let outputImageUrl;\n const colorImageUrl = colorCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n if (metallicCanvas) {\n const metallicImageUrl = metallicCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n outputImageUrl = await combineColorAndAlphaImageUrls({\n colorImageUrl,\n metallicImageUrl\n });\n } else {\n outputImageUrl = colorImageUrl;\n }\n let filename;\n switch(selectedModelType){\n case \"player\":\n filename = \"\".concat(name, \".\").concat(actualModel, \".png\");\n break;\n case \"weapon\":\n case \"vehicle\":\n if (materialDef) {\n var _materialDef_file;\n filename = \"\".concat((_materialDef_file = materialDef.file) !== null && _materialDef_file !== void 0 ? _materialDef_file : materialDef.name, \".png\");\n } else if (selectedModelType === \"weapon\") {\n filename = \"weapon_\".concat(actualModel, \".png\");\n } else {\n filename = \"\".concat(actualModel, \".png\");\n }\n }\n return {\n imageUrl: outputImageUrl,\n filename\n };\n }));\n switch(format){\n case \"png\":\n {\n const { imageUrl , filename } = materialExports[selectedMaterialIndex];\n savePngFile(imageUrl, filename);\n break;\n }\n case \"vl2\":\n {\n const files = await Promise.all(materialExports.map(async (materialExport)=>({\n data: await imageUrlToArrayBuffer(materialExport.imageUrl),\n name: materialExport.filename\n })));\n const zip = createZipFile(files);\n const camelCaseName = actualModel.replace(/(?:^([a-z])|_([a-z]))/g, (match, a, b)=>(a || b).toUpperCase());\n const zipFileName = selectedModelType === \"player\" ? \"zPlayerSkin-\".concat(name, \".vl2\") : \"zWeapon\".concat(camelCaseName, \"-\").concat(name, \".vl2\");\n await saveZipFile(zip, zipFileName);\n }\n }\n return;\n }, [\n actualModel,\n canvasPadding,\n canvases,\n combineColorAndAlphaImageUrls,\n materialDefs,\n selectedMaterialIndex,\n selectedModelType\n ]);\n const context = (0,react.useMemo)(()=>({\n activeCanvas,\n activeCanvasType,\n setActiveCanvasType,\n backgroundColor,\n setBackgroundColor,\n lockedObjects,\n setLockedObjects,\n brushColor,\n setBrushColor,\n brushSize,\n setBrushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n setDrawingMode,\n selectedMaterialIndex,\n setSelectedMaterialIndex,\n textureSize,\n hasMetallic\n }), [\n activeCanvas,\n activeCanvasType,\n backgroundColor,\n lockedObjects,\n brushColor,\n brushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n selectedMaterialIndex,\n textureSize,\n hasMetallic\n ]);\n (0,react.useEffect)(()=>{\n if (canvas) {\n const handleSelectionUpdated = ()=>{\n setSelectedObjects(canvas.getActiveObjects());\n };\n canvas.on(\"selection:cleared\", handleSelectionUpdated);\n canvas.on(\"selection:updated\", handleSelectionUpdated);\n canvas.on(\"selection:created\", handleSelectionUpdated);\n return ()=>{\n canvas.off(\"selection:cleared\", handleSelectionUpdated);\n canvas.off(\"selection:updated\", handleSelectionUpdated);\n canvas.off(\"selection:created\", handleSelectionUpdated);\n };\n }\n }, [\n canvas\n ]);\n (0,react.useEffect)(()=>{\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.width = brushSize;\n }\n }, [\n metallicCanvas,\n brushSize\n ]);\n (0,react.useEffect)(()=>{\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.color = \"rgb(\".concat(brushColor, \", \").concat(brushColor, \", \").concat(brushColor, \")\");\n }\n }, [\n metallicCanvas,\n brushColor\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(ToolsContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/CanvasBackdrop.tsx\n\n\n\nfunction CanvasBackdrop() {\n const { backgroundColor , textureSize } = useTools();\n const { canvasPadding } = useSettings();\n return textureSize ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"CanvasBackdrop\",\n style: {\n backgroundColor,\n top: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n }\n }) : null;\n}\n\n;// CONCATENATED MODULE: ./src/CanvasProvider.tsx\n\n\n\nfunction CanvasProvider(param) {\n let { children } = param;\n const [canvases, setCanvases] = (0,react.useState)({});\n const registerCanvas = (0,react.useCallback)((canvasId, canvasInfo)=>{\n setCanvases((canvases)=>{\n return {\n ...canvases,\n [canvasId]: canvasInfo\n };\n });\n }, []);\n const unregisterCanvas = (0,react.useCallback)((canvasId)=>{\n setCanvases((canvases)=>{\n const { [canvasId]: canvas , ...rest } = canvases;\n return rest;\n });\n }, []);\n const context = (0,react.useMemo)(()=>{\n return {\n canvases,\n registerCanvas,\n unregisterCanvas\n };\n }, [\n canvases,\n registerCanvas,\n unregisterCanvas\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(CanvasContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/CanvasInteractions.tsx\n\n\n\n\nfunction CanvasInteractions(param) {\n let { children } = param;\n const ref = (0,react.useRef)(null);\n const { activeCanvas , bringForward , sendBackward , duplicate , deleteSelection , addImages , undo , redo } = useTools();\n const { canvas , notifyChange , setDrawingMode } = src_useCanvas(activeCanvas);\n const nudge = async function() {\n let { top =0 , left =0 } = arguments.length > 0 && arguments[0] !== void 0 ? arguments[0] : {};\n const objects = canvas.getActiveObjects();\n for (const object of objects){\n var _object_top;\n object.top = ((_object_top = object.top) !== null && _object_top !== void 0 ? _object_top : 0) + top;\n var _object_left;\n object.left = ((_object_left = object.left) !== null && _object_left !== void 0 ? _object_left : 0) + left;\n }\n notifyChange();\n };\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"CanvasInteractions\",\n tabIndex: 0,\n ref: ref,\n onDrop: async (event)=>{\n event.preventDefault();\n if (ref.current) {\n ref.current.focus();\n }\n const { items } = event.dataTransfer;\n const images = Array.from(items).filter((item)=>item.kind === \"file\" && item.type.match(/^image\\//));\n const imageUrls = await Promise.all(images.map(async (droppedImageFile)=>{\n const file = droppedImageFile.getAsFile();\n if (!file) {\n throw new Error(\"Not a file.\");\n }\n const reader = new FileReader();\n const imageUrl = await new Promise((resolve, reject)=>{\n reader.onload = async (event)=>{\n if (event.target && typeof event.target.result === \"string\") {\n resolve(event.target.result);\n } else {\n reject(new Error(\"Failed to load image data.\"));\n }\n };\n reader.readAsDataURL(file);\n });\n return imageUrl;\n }).filter(Boolean));\n await addImages(imageUrls);\n },\n onKeyDown: async (event)=>{\n const target = event.target;\n if (target.nodeName === \"INPUT\" || target.nodeName === \"TEXTAREA\") {\n return;\n }\n if (event.ctrlKey || event.metaKey) {\n switch(event.key){\n case \"z\":\n if (event.altKey) {\n return;\n } else if (event.shiftKey) {\n event.preventDefault();\n redo();\n return;\n } else {\n event.preventDefault();\n undo();\n return;\n }\n case \"y\":\n if (event.altKey || event.shiftKey) {\n return;\n } else {\n event.preventDefault();\n redo();\n return;\n }\n }\n }\n if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) {\n return;\n }\n switch(event.key){\n case \"Backspace\":\n case \"Delete\":\n {\n event.preventDefault();\n await deleteSelection();\n break;\n }\n case \"ArrowLeft\":\n {\n event.preventDefault();\n await nudge({\n left: -1\n });\n break;\n }\n case \"ArrowRight\":\n {\n event.preventDefault();\n await nudge({\n left: 1\n });\n break;\n }\n case \"ArrowUp\":\n {\n event.preventDefault();\n await nudge({\n top: -1\n });\n break;\n }\n case \"ArrowDown\":\n {\n event.preventDefault();\n await nudge({\n top: 1\n });\n break;\n }\n case \"d\":\n {\n event.preventDefault();\n await duplicate();\n break;\n }\n case \"f\":\n {\n event.preventDefault();\n await bringForward();\n break;\n }\n case \"b\":\n {\n event.preventDefault();\n await sendBackward();\n break;\n }\n case \"p\":\n {\n if (activeCanvas === \"metallic\") {\n event.preventDefault();\n setDrawingMode(true);\n }\n break;\n }\n case \"s\":\n if (activeCanvas === \"color\") {\n event.preventDefault();\n setDrawingMode(false);\n }\n break;\n }\n },\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/CanvasToggle.tsx\n\n\nfunction CanvasToggle() {\n const { activeCanvasType , setActiveCanvasType , hasMetallic } = useTools();\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"CanvasToggle\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n \"data-selected\": activeCanvasType === \"color\" ? \"\" : undefined,\n onClick: ()=>{\n setActiveCanvasType(\"color\");\n },\n children: \"Color\"\n }),\n hasMetallic ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n \"data-selected\": activeCanvasType === \"metallic\" ? \"\" : undefined,\n onClick: ()=>{\n setActiveCanvasType(\"metallic\");\n },\n children: \"Metallic\"\n }) : null\n ]\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/react-icons/ai/index.esm.js\nvar ai_index_esm = __webpack_require__(8193);\n;// CONCATENATED MODULE: ./src/WarriorSelector.tsx\n\n\n\n\n\n\nconst { publicRuntimeConfig: WarriorSelector_publicRuntimeConfig } = config_default()();\nconst { defaultSkins , customSkins , modelDefaults , materials: WarriorSelector_materials } = WarriorSelector_publicRuntimeConfig;\nfunction WarriorSelector() {\n var _defaultSkins_actualModel, _customSkins_actualModel, _customSkins_actualModel1;\n const { selectedModel , setSelectedModel , selectedModelType , setSelectedModelType , selectedSkin , setSelectedSkin , setSelectedSkinType , actualModel , setSelectedAnimation , setSkinImageUrls , setAnimationPaused } = useWarrior();\n const { selectedMaterialIndex , setSelectedMaterialIndex } = useTools();\n const materialDefs = WarriorSelector_materials[actualModel];\n const materialDef = materialDefs[selectedMaterialIndex];\n const fileInputRef = (0,react.useRef)(null);\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Toolbar\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Field\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n htmlFor: \"ModelSelect\",\n children: \"Model\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n id: \"ModelSelect\",\n value: selectedModel,\n onChange: (event)=>{\n var _defaultSkins_newSelectedModel, _customSkins_newSelectedModel;\n const parentNode = event.target.selectedOptions[0].parentNode;\n const newSelectedModel = event.target.value;\n const { modelType } = parentNode.dataset;\n if (!modelType) {\n throw new Error(\"No data-model-type found\");\n }\n const newModelHasSkin = ((_defaultSkins_newSelectedModel = defaultSkins[newSelectedModel]) === null || _defaultSkins_newSelectedModel === void 0 ? void 0 : _defaultSkins_newSelectedModel.includes(selectedSkin)) || ((_customSkins_newSelectedModel = customSkins[newSelectedModel]) === null || _customSkins_newSelectedModel === void 0 ? void 0 : _customSkins_newSelectedModel.includes(selectedSkin)) || false;\n // startTransition(() => {\n setSelectedAnimation(null);\n setAnimationPaused(false);\n setSelectedModelType(modelType);\n setSelectedModel(newSelectedModel);\n setSelectedMaterialIndex(0);\n if (!newModelHasSkin) {\n var _modelDefaults_newSelectedModel;\n setSelectedSkin((_modelDefaults_newSelectedModel = modelDefaults[newSelectedModel]) !== null && _modelDefaults_newSelectedModel !== void 0 ? _modelDefaults_newSelectedModel : null);\n setSelectedSkinType(\"default\");\n }\n // });\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"optgroup\", {\n label: \"Players\",\n \"data-model-type\": \"player\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lmale\",\n children: \"Human Male • Light\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mmale\",\n children: \"Human Male • Medium\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hmale\",\n children: \"Human Male • Heavy\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lfemale\",\n children: \"Human Female • Light\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mfemale\",\n children: \"Human Female • Medium\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hfemale\",\n children: \"Human Female • Heavy\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lbioderm\",\n children: \"Bioderm • Light\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mbioderm\",\n children: \"Bioderm • Medium\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hbioderm\",\n children: \"Bioderm • Heavy\"\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"optgroup\", {\n label: \"Weapons\",\n \"data-model-type\": \"weapon\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"disc\",\n children: \"Disc Launcher\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"chaingun\",\n children: \"Chaingun\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"grenade_launcher\",\n children: \"Grenade Launcher\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"sniper\",\n children: \"Laser Rifle\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"energy\",\n children: \"Blaster\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"shocklance\",\n children: \"Shocklance\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"elf\",\n children: \"ELF Projector\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"missile\",\n children: \"Missile Launcher\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mortar\",\n children: \"Mortar\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"repair\",\n children: \"Repair Pack\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"targeting\",\n children: \"Targeting Laser\"\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Vehicles\",\n \"data-model-type\": \"vehicle\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"vehicle_air_scout\",\n children: \"Shrike\"\n })\n })\n ]\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Field\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n htmlFor: \"SkinSelect\",\n children: \"Skin\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Buttons\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n id: \"SkinSelect\",\n value: selectedSkin !== null && selectedSkin !== void 0 ? selectedSkin : \"\",\n onChange: async (event)=>{\n const parentNode = event.target.selectedOptions[0].parentNode;\n var _parentNode_dataset_skinType;\n const skinType = event.target.value ? (_parentNode_dataset_skinType = parentNode.dataset.skinType) !== null && _parentNode_dataset_skinType !== void 0 ? _parentNode_dataset_skinType : null : null;\n setSelectedSkin(event.target.value || null);\n setSelectedSkinType(skinType);\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"\",\n children: \"Select a skin…\"\n }),\n selectedModelType === \"player\" ? /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Default Skins\",\n \"data-skin-type\": \"default\",\n children: (_defaultSkins_actualModel = defaultSkins[actualModel]) === null || _defaultSkins_actualModel === void 0 ? void 0 : _defaultSkins_actualModel.map((name)=>{\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: name,\n children: name\n }, name);\n })\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Custom Skins\",\n \"data-skin-type\": \"custom\",\n children: (_customSkins_actualModel = customSkins[actualModel]) === null || _customSkins_actualModel === void 0 ? void 0 : _customSkins_actualModel.map((name)=>{\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: name,\n children: name\n }, name);\n })\n })\n ]\n }) : null,\n selectedModelType === \"weapon\" || selectedModelType === \"vehicle\" ? /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n modelDefaults[actualModel] ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Default Skins\",\n \"data-skin-type\": \"default\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: modelDefaults[actualModel],\n children: \"Default\"\n })\n }) : null,\n ((_customSkins_actualModel1 = customSkins[actualModel]) === null || _customSkins_actualModel1 === void 0 ? void 0 : _customSkins_actualModel1.length) ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Custom Skins\",\n \"data-skin-type\": \"custom\",\n children: customSkins[actualModel].map((name)=>/*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: name,\n children: name\n }, name))\n }) : null\n ]\n }) : null\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n \"aria-label\": \"Load Skin\",\n title: \"Load a Skin\",\n onClick: ()=>{\n if (fileInputRef.current) {\n fileInputRef.current.click();\n }\n },\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(ai_index_esm/* AiTwotoneFolderOpen */.FjK, {\n style: {\n fontSize: 18\n }\n })\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"input\", {\n ref: fileInputRef,\n onChange: async (event)=>{\n const imageUrl = await new Promise((resolve, reject)=>{\n var _event_target_files;\n const inputFile = (_event_target_files = event.target.files) === null || _event_target_files === void 0 ? void 0 : _event_target_files[0];\n if (inputFile) {\n const reader = new FileReader();\n reader.addEventListener(\"load\", (event)=>{\n var _event_target;\n resolve((_event_target = event.target) === null || _event_target === void 0 ? void 0 : _event_target.result);\n });\n reader.readAsDataURL(inputFile);\n } else {\n reject(new Error(\"No input file provided.\"));\n }\n });\n setSelectedSkin(null);\n setSkinImageUrls({\n [materialDef.name]: imageUrl\n });\n },\n type: \"file\",\n accept: \".png, image/png\",\n hidden: true\n })\n ]\n })\n ]\n })\n ]\n });\n}\n\n;// CONCATENATED MODULE: ./src/WarriorProvider.tsx\n\n\n\n\n\nconst { publicRuntimeConfig: WarriorProvider_publicRuntimeConfig } = config_default()();\nconst { materials: WarriorProvider_materials , modelDefaults: WarriorProvider_modelDefaults } = WarriorProvider_publicRuntimeConfig;\nconst baseSkinPath = \"https://exogen.github.io/t2-skins/skins\";\nfunction getSkinImageUrls(param) {\n let { basePath , actualModel , selectedModelType , selectedSkin , selectedSkinType } = param;\n const materialDefs = WarriorProvider_materials[actualModel];\n switch(selectedModelType){\n case \"player\":\n switch(selectedSkinType){\n case \"default\":\n return {\n base: \"\".concat(basePath, \"/textures/\").concat(selectedSkin, \".\").concat(actualModel, \".png\")\n };\n case \"custom\":\n return {\n base: \"\".concat(baseSkinPath, \"/\").concat(selectedSkin, \".\").concat(actualModel, \".png\")\n };\n }\n break;\n case \"weapon\":\n case \"vehicle\":\n return materialDefs.reduce((skinImageUrls, materialDef)=>{\n if (materialDef) {\n switch(selectedSkinType){\n case \"default\":\n if (materialDef.hasDefault !== false) {\n var _materialDef_file;\n skinImageUrls[materialDef.name] = \"\".concat(basePath, \"/textures/\").concat((_materialDef_file = materialDef.file) !== null && _materialDef_file !== void 0 ? _materialDef_file : materialDef.name, \".png\");\n }\n break;\n case \"custom\":\n var _materialDef_file1;\n skinImageUrls[materialDef.name] = \"\".concat(baseSkinPath, \"/\").concat(selectedSkin, \"/\").concat((_materialDef_file1 = materialDef.file) !== null && _materialDef_file1 !== void 0 ? _materialDef_file1 : materialDef.name, \".png\");\n break;\n }\n }\n return skinImageUrls;\n }, {});\n }\n return {};\n}\nfunction getModelUrl(basePath, actualModel, selectedAnimation) {\n switch(actualModel){\n default:\n return \"\".concat(basePath, \"/\").concat(actualModel).concat(selectedAnimation ? \".anim\" : \"\", \".glb\");\n }\n}\nfunction WarriorProvider(param) {\n let { children } = param;\n const [selectedModel, setSelectedModel] = (0,react.useState)(\"lmale\");\n const [selectedModelType, setSelectedModelType] = (0,react.useState)(\"player\");\n const [selectedSkin, setSelectedSkin] = (0,react.useState)(\"Blood Eagle\");\n const [selectedSkinType, setSelectedSkinType] = (0,react.useState)(\"default\");\n const [selectedAnimation, setSelectedAnimation] = (0,react.useState)(null);\n const [animationPaused, setAnimationPaused] = (0,react.useState)(false);\n const { basePath } = useSettings();\n const actualModel = selectedModel === \"hfemale\" ? \"hmale\" : selectedModel;\n const selectedModelUrl = getModelUrl(basePath, actualModel, selectedAnimation);\n const [skinImageUrls, setSkinImageUrls] = (0,react.useState)(()=>getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType\n }));\n const defaultSkinImageUrls = (0,react.useMemo)(()=>getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin: WarriorProvider_modelDefaults[actualModel],\n selectedSkinType: \"default\"\n }), [\n actualModel,\n basePath,\n selectedModelType\n ]);\n const context = (0,react.useMemo)(()=>{\n return {\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls\n };\n }, [\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls\n ]);\n (0,react.useEffect)(()=>{\n if (selectedSkin) {\n setSkinImageUrls(getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType\n }));\n }\n }, [\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(WarriorContext.Provider, {\n value: context,\n children: children\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/next/dynamic.js\nvar dynamic = __webpack_require__(5152);\nvar dynamic_default = /*#__PURE__*/__webpack_require__.n(dynamic);\n;// CONCATENATED MODULE: ./src/useEnvironment.ts\n\nconst EnvironmentContext = react.createContext(null);\nEnvironmentContext.displayName = \"EnvironmentContext\";\n\nfunction useEnvironment() {\n const context = (0,react.useContext)(EnvironmentContext);\n if (!context) {\n throw new Error(\"No EnvironmentContext.Provider\");\n }\n return context;\n}\n\n;// CONCATENATED MODULE: ./src/useSkin.ts\n\nconst SkinContext = react.createContext(null);\nSkinContext.displayName = \"SkinContext\";\n\nfunction useSkin() {\n const context = (0,react.useContext)(SkinContext);\n if (!context) {\n throw new Error(\"No SkinContext.Provider\");\n }\n return context;\n}\n\n// EXTERNAL MODULE: ./src/useModelViewer.ts\nvar useModelViewer = __webpack_require__(8496);\n;// CONCATENATED MODULE: ./src/Material.tsx\n\n\n\n\nfunction useTexture(param) {\n let { material , materialDef , textureType , imageUrl } = param;\n const { modelViewer } = (0,useModelViewer/* default */.Z)();\n const { basePath } = useSettings();\n (0,react.useEffect)(()=>{\n let stale = false;\n const updateTexture = async ()=>{\n if (!materialDef || materialDef.hidden) {\n if (textureType === \"metallicRoughnessTexture\") {\n return;\n } else {\n material.setAlphaMode(\"BLEND\");\n material.pbrMetallicRoughness.setBaseColorFactor([\n 0,\n 0,\n 0,\n 0\n ]);\n }\n } else {\n const { alphaMode , alphaCutoff , baseColorFactor , emissiveFactor , emissiveTexture =false , metallicFactor =1 , roughnessFactor =1 } = materialDef;\n let textureUrl = imageUrl !== null && imageUrl !== void 0 ? imageUrl : \"\".concat(basePath, \"/white.png\");\n switch(textureType){\n case \"baseColorTexture\":\n if (baseColorFactor) {\n material.pbrMetallicRoughness.setBaseColorFactor(baseColorFactor);\n }\n if (alphaMode) {\n material.setAlphaMode(alphaMode);\n }\n if (alphaCutoff) {\n material.setAlphaCutoff(alphaCutoff);\n }\n if (emissiveFactor) {\n material.setEmissiveFactor(emissiveFactor);\n }\n break;\n case \"metallicRoughnessTexture\":\n material.pbrMetallicRoughness.setMetallicFactor(metallicFactor);\n material.pbrMetallicRoughness.setRoughnessFactor(roughnessFactor);\n if (metallicFactor === 0 && roughnessFactor === 1) {\n textureUrl = \"\".concat(basePath, \"/green.png\");\n }\n }\n const texture = await modelViewer.createTexture(textureUrl);\n if (!stale) {\n material.pbrMetallicRoughness[textureType].setTexture(texture);\n if (textureType === \"baseColorTexture\" && emissiveTexture) {\n material.emissiveTexture.setTexture(texture);\n }\n }\n }\n };\n updateTexture();\n return ()=>{\n stale = true;\n };\n }, [\n basePath,\n modelViewer,\n material,\n materialDef,\n textureType,\n imageUrl\n ]);\n}\nfunction Material(param) {\n let { material , materialDef } = param;\n const { getSkinImages } = useSkin();\n var _getSkinImages;\n const { colorImageUrl , metallicImageUrl } = (_getSkinImages = getSkinImages(material.name)) !== null && _getSkinImages !== void 0 ? _getSkinImages : {};\n useTexture({\n material,\n materialDef,\n textureType: \"baseColorTexture\",\n imageUrl: colorImageUrl\n });\n useTexture({\n material,\n materialDef,\n textureType: \"metallicRoughnessTexture\",\n imageUrl: metallicImageUrl\n });\n return null;\n}\n\n;// CONCATENATED MODULE: ./src/Materials.tsx\n\n\n\n\n\nconst { publicRuntimeConfig: Materials_publicRuntimeConfig } = config_default()();\nconst { materials: Materials_materials } = Materials_publicRuntimeConfig;\nfunction Materials() {\n const { actualModel } = useWarrior();\n const { model } = (0,useModelViewer/* default */.Z)();\n const materialDefs = Materials_materials[actualModel];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(jsx_runtime.Fragment, {\n children: model.materials.map((material, i)=>{\n var _materialDefs_find;\n const materialDef = (_materialDefs_find = materialDefs.find((materialDef)=>materialDef.index === i)) !== null && _materialDefs_find !== void 0 ? _materialDefs_find : materialDefs[i];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(Material, {\n material: material,\n materialDef: materialDef\n }, material.name);\n })\n });\n}\n\n;// CONCATENATED MODULE: ./src/WarriorViewer.tsx\n\n\n\n\n\n\nconst ModelViewer = dynamic_default()(()=>Promise.all(/* import() */[__webpack_require__.e(737), __webpack_require__.e(258), __webpack_require__.e(990)]).then(__webpack_require__.bind(__webpack_require__, 85)), {\n loadableGenerated: {\n webpack: ()=>[\n /*require.resolve*/(85)\n ]\n },\n ssr: false\n});\nconst { publicRuntimeConfig: WarriorViewer_publicRuntimeConfig } = config_default()();\nconst { cameraOverrides } = WarriorViewer_publicRuntimeConfig;\nfunction WarriorViewer() {\n var _cameraOverrides_selectedModel, _cameraOverrides_selectedModel1;\n const { selectedModel , selectedModelUrl , selectedModelType , selectedAnimation , animationPaused } = useWarrior();\n const { environmentImageUrl } = useEnvironment();\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(ModelViewer, {\n modelUrl: selectedModelUrl,\n environmentImageUrl: environmentImageUrl,\n animationName: selectedAnimation,\n animationPaused: animationPaused,\n cameraOrbit: selectedModelType === \"weapon\" ? \"315deg 70deg 105%\" : undefined,\n cameraTarget: (_cameraOverrides_selectedModel = cameraOverrides[selectedModel]) === null || _cameraOverrides_selectedModel === void 0 ? void 0 : _cameraOverrides_selectedModel.target,\n fieldOfView: (_cameraOverrides_selectedModel1 = cameraOverrides[selectedModel]) === null || _cameraOverrides_selectedModel1 === void 0 ? void 0 : _cameraOverrides_selectedModel1.fov,\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(Materials, {})\n });\n}\n\n;// CONCATENATED MODULE: ./src/EnvironmentSelector.tsx\n\n\nfunction EnvironmentSelector() {\n const { selectedEnvironment , setSelectedEnvironment } = useEnvironment();\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n htmlFor: \"EnvMapSelect\",\n children: \"Environment\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n id: \"EnvMapSelect\",\n value: selectedEnvironment !== null && selectedEnvironment !== void 0 ? selectedEnvironment : \"\",\n onChange: (event)=>{\n setSelectedEnvironment(event.target.value || null);\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"\",\n children: \"Default\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"clarens_night_02_1k.hdr\",\n children: \"Clarens Night\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"dry_cracked_lake_1k.hdr\",\n children: \"Dry Cracked Lake\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"fouriesburg_mountain_midday_1k.hdr\",\n children: \"Fouriesburg Mountain\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"goegap_1k.hdr\",\n children: \"Goegap\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hilly_terrain_01_1k.hdr\",\n children: \"Hilly Terrain\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"kloofendal_48d_partly_cloudy_puresky_1k.hdr\",\n children: \"Kloofendal Partly Cloudy\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"kloppenheim_06_puresky_1k.hdr\",\n children: \"Kloppenheim\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lilienstein_1k.hdr\",\n children: \"Lilienstein\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"spruit_sunrise_1k_HDR.hdr\",\n children: \"Spruit Sunrise\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"umhlanga_sunrise_1k.hdr\",\n children: \"Umhlanga Sunrise\"\n })\n ]\n })\n ]\n });\n}\n\n;// CONCATENATED MODULE: ./src/AnimationSelector.tsx\n\n\n\n\n\nconst { publicRuntimeConfig: AnimationSelector_publicRuntimeConfig } = config_default()();\nconst { animations , animationLabels , animationLabelOverrides } = AnimationSelector_publicRuntimeConfig;\nfunction AnimationSelector() {\n const { actualModel , selectedModelType , selectedAnimation , setSelectedAnimation , animationPaused , setAnimationPaused } = useWarrior();\n var _animations_actualModel;\n const animationList = (0,react.useMemo)(()=>[\n ...selectedModelType === \"player\" ? animations.global : [],\n ...(_animations_actualModel = animations[actualModel]) !== null && _animations_actualModel !== void 0 ? _animations_actualModel : []\n ], [\n actualModel,\n selectedModelType\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n children: \"Animation\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Buttons\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n value: selectedAnimation !== null && selectedAnimation !== void 0 ? selectedAnimation : \"\",\n onChange: (event)=>{\n setSelectedAnimation(event.target.value || null);\n setAnimationPaused(false);\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"\",\n children: \"None\"\n }),\n animationList.map((animationName)=>{\n var _animationLabelOverrides_actualModel;\n var _animationLabelOverrides_actualModel_animationName;\n const label = (_animationLabelOverrides_actualModel_animationName = (_animationLabelOverrides_actualModel = animationLabelOverrides[actualModel]) === null || _animationLabelOverrides_actualModel === void 0 ? void 0 : _animationLabelOverrides_actualModel[animationName]) !== null && _animationLabelOverrides_actualModel_animationName !== void 0 ? _animationLabelOverrides_actualModel_animationName : animationLabels[animationName];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: animationName,\n children: label !== null && label !== void 0 ? label : animationName\n }, animationName);\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n disabled: !selectedAnimation,\n onClick: ()=>{\n setAnimationPaused((animationPaused)=>!animationPaused);\n },\n children: animationPaused || !selectedAnimation ? /*#__PURE__*/ (0,jsx_runtime.jsx)(io_index_esm/* IoMdPlay */.v$e, {}) : /*#__PURE__*/ (0,jsx_runtime.jsx)(io_index_esm/* IoMdPause */.IWN, {})\n })\n ]\n })\n ]\n });\n}\n\n;// CONCATENATED MODULE: ./src/EnvironmentProvider.tsx\n\n\n\n\nfunction EnvironmentProvider(param) {\n let { children } = param;\n const [selectedEnvironment, setSelectedEnvironment] = (0,react.useState)(null);\n const { basePath } = useSettings();\n const context = (0,react.useMemo)(()=>{\n const environmentImageUrl = selectedEnvironment ? \"\".concat(basePath, \"/\").concat(selectedEnvironment) : null;\n return {\n selectedEnvironment,\n setSelectedEnvironment,\n environmentImageUrl\n };\n }, [\n basePath,\n selectedEnvironment,\n setSelectedEnvironment\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(EnvironmentContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/SkinProvider.tsx\n\n\n\nfunction SkinProvider(param) {\n let { children } = param;\n const [materialSkins, setMaterialSkins] = (0,react.useState)({});\n const setters = (0,react.useMemo)(()=>({\n setSkinImages (materialName, skinImages) {\n setMaterialSkins((materialSkins)=>{\n return {\n ...materialSkins,\n [materialName]: skinImages\n };\n });\n },\n setColorImageUrl (materialName, colorImageUrl) {\n setMaterialSkins((materialSkins)=>{\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n colorImageUrl\n }\n };\n });\n },\n setMetallicImageUrl (materialName, metallicImageUrl) {\n setMaterialSkins((materialSkins)=>{\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n metallicImageUrl\n }\n };\n });\n }\n }), []);\n const context = (0,react.useMemo)(()=>{\n return {\n materialSkins,\n getSkinImages (materialName) {\n return materialSkins[materialName];\n },\n getColorImageUrl (materialName) {\n return materialSkins[materialName].colorImageUrl;\n },\n getMetallicImageUrl (materialName) {\n return materialSkins[materialName].metallicImageUrl;\n },\n ...setters\n };\n }, [\n materialSkins,\n setters\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(SkinContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/MaterialSelector.tsx\n\n\n\n\nconst { publicRuntimeConfig: MaterialSelector_publicRuntimeConfig } = config_default()();\nconst { materials: MaterialSelector_materials } = MaterialSelector_publicRuntimeConfig;\nfunction MaterialSelector() {\n const { actualModel } = useWarrior();\n const { selectedMaterialIndex , setSelectedMaterialIndex } = useTools();\n const materialDefs = MaterialSelector_materials[actualModel];\n var _materialDef_label;\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"select\", {\n value: selectedMaterialIndex,\n onChange: (event)=>{\n setSelectedMaterialIndex(parseInt(event.target.value, 10));\n },\n children: materialDefs.map((materialDef, i)=>materialDef && !materialDef.hidden ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: i,\n children: (_materialDef_label = materialDef.label) !== null && _materialDef_label !== void 0 ? _materialDef_label : materialDef.name\n }, materialDef.name) : null)\n });\n}\n\n;// CONCATENATED MODULE: ./src/Canvas.tsx\n\n\n\n\n\n\n\nfunction updateObjectControlOptions() {\n fabric.fabric.Object.prototype.set({\n transparentCorners: false,\n borderColor: \"#8afff1\",\n cornerSize: 9,\n cornerStyle: \"circle\",\n cornerColor: \"#8afff1\",\n cornerStrokeColor: \"#1c9f7c\",\n strokeWidth: 10,\n perPixelTargetFind: true\n });\n}\nfunction Canvas(param) {\n let { canvasId , onChange , baseImageUrl , textureSize , defaultDrawingMode =false } = param;\n const canvasElementRef = (0,react.useRef)(null);\n const [canvas, setCanvas] = (0,react.useState)(null);\n const { activeCanvas } = useTools();\n const { canvasPadding } = useSettings();\n const { registerCanvas , unregisterCanvas } = src_useCanvas();\n const [isDrawingMode, setDrawingMode] = (0,react.useState)(defaultDrawingMode);\n const handleChangeRef = (0,react.useRef)();\n const trackChanges = (0,react.useRef)(true);\n const [undoHistory, setUndoHistory] = (0,react.useState)(()=>[]);\n const [redoHistory, setRedoHistory] = (0,react.useState)(()=>[]);\n const canUndo = undoHistory.length > 1;\n const canRedo = redoHistory.length > 0;\n const handleChange = (0,react.useCallback)((canvas)=>{\n const handleChange = handleChangeRef.current;\n if (handleChange) {\n handleChange(canvas);\n }\n }, []);\n const undo = (0,react.useCallback)(async ()=>{\n if (!canvas) {\n return;\n }\n if (undoHistory.length > 1) {\n const [restoreState, currentState] = undoHistory.slice(-2);\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(restoreState, ()=>{\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory)=>undoHistory.slice(0, -1));\n setRedoHistory((redoHistory)=>[\n currentState,\n ...redoHistory\n ]);\n }\n }, [\n canvas,\n undoHistory\n ]);\n const redo = (0,react.useCallback)(()=>{\n if (!canvas) {\n return;\n }\n if (redoHistory.length > 0) {\n const nextState = redoHistory[0];\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(nextState, ()=>{\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory)=>[\n ...undoHistory,\n nextState\n ]);\n setRedoHistory((redoHistory)=>redoHistory.slice(1));\n }\n }, [\n canvas,\n redoHistory\n ]);\n (0,react.useEffect)(()=>{\n handleChangeRef.current = onChange;\n }, [\n onChange\n ]);\n const isActive = activeCanvas === canvasId;\n (0,react.useEffect)(()=>{\n const options = {\n preserveObjectStacking: true,\n targetFindTolerance: 2\n };\n updateObjectControlOptions();\n const canvas = new fabric.fabric.Canvas(canvasElementRef.current, options);\n let isSnapshotting = false;\n let changeTimer;\n const handleChangeWithCanvasArg = ()=>{\n handleChange(canvas);\n };\n const handleRender = ()=>{\n if (isSnapshotting) {\n return;\n }\n if (!trackChanges.current) {\n return;\n }\n clearTimeout(changeTimer);\n changeTimer = setTimeout(()=>{\n const snapshot = snapshotCanvas();\n setUndoHistory((history)=>[\n ...history.slice(-5),\n snapshot\n ]);\n setRedoHistory([]);\n }, 150);\n };\n const snapshotCanvas = ()=>{\n isSnapshotting = true;\n const snapshot = canvas.toJSON([\n \"lockMovementX\",\n \"lockMovementY\",\n \"lockRotation\",\n \"lockScalingX\",\n \"lockScalingY\",\n \"selectable\",\n \"hoverCursor\",\n \"moveCursor\"\n ]);\n isSnapshotting = false;\n return snapshot;\n };\n canvas.on(\"object:modified\", handleChangeWithCanvasArg);\n canvas.on(\"object:added\", handleChangeWithCanvasArg);\n canvas.on(\"object:removed\", handleChangeWithCanvasArg);\n canvas.on(\"after:render\", handleRender);\n setCanvas(canvas);\n return ()=>{\n clearTimeout(changeTimer);\n setCanvas(null);\n canvas.dispose();\n };\n }, [\n handleChange\n ]);\n (0,react.useEffect)(()=>{\n if (canvas) {\n canvas.isDrawingMode = isDrawingMode;\n }\n }, [\n canvas,\n isDrawingMode\n ]);\n (0,react.useEffect)(()=>{\n if (canvas && isActive) {\n canvas.calcOffset();\n }\n }, [\n canvas,\n isActive\n ]);\n (0,react.useEffect)(()=>{\n if (canvas) {\n registerCanvas(canvasId, {\n canvas,\n notifyChange: ()=>{\n canvas.renderAll();\n handleChange(canvas);\n },\n undo,\n redo,\n canUndo,\n canRedo,\n isDrawingMode,\n setDrawingMode\n });\n return ()=>{\n unregisterCanvas(canvasId);\n };\n }\n }, [\n canvas,\n registerCanvas,\n unregisterCanvas,\n canvasId,\n handleChange,\n isDrawingMode,\n setDrawingMode,\n undo,\n redo,\n canUndo,\n canRedo\n ]);\n (0,react.useEffect)(()=>{\n if (canvas && textureSize) {\n trackChanges.current = false;\n canvas.clear();\n if (baseImageUrl) {\n let stale = false;\n const addImage = async ()=>{\n const image = await createFabricImage(baseImageUrl);\n if (!stale) {\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n image.selectable = false;\n image.lockMovementX = true;\n image.lockMovementY = true;\n image.lockScalingX = true;\n image.lockScalingY = true;\n image.lockRotation = true;\n image.hoverCursor = \"default\";\n image.moveCursor = \"default\";\n const [expectedWidth, expectedHeight] = textureSize;\n const scaleX = image.width === expectedWidth ? 1 : expectedWidth / image.width;\n const scaleY = image.height === expectedHeight ? 1 : expectedHeight / image.height;\n if (scaleX !== 1 || scaleY !== 1) {\n image.scaleX = scaleX;\n image.scaleY = scaleY;\n }\n canvas.centerObject(image);\n canvas.add(image);\n }\n trackChanges.current = true;\n canvas.requestRenderAll();\n };\n addImage();\n return ()=>{\n stale = true;\n };\n }\n }\n }, [\n canvas,\n baseImageUrl,\n textureSize\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"CanvasContainer\",\n \"data-active\": isActive ? \"true\" : \"false\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"canvas\", {\n width: textureSize[0] + canvasPadding * 2,\n height: textureSize[1] + canvasPadding * 2,\n ref: canvasElementRef\n })\n });\n}\n\n;// CONCATENATED MODULE: ./src/useImageLoader.ts\n\nconst ImageLoaderContext = react.createContext(null);\nImageLoaderContext.displayName = \"ImageLoaderContext\";\nfunction useImageLoader() {\n const context = (0,react.useContext)(ImageLoaderContext);\n if (!context) {\n throw new Error(\"ImageLoaderContext.Provider not found!\");\n }\n return context;\n}\n\n;// CONCATENATED MODULE: ./src/ColorCanvas.tsx\n\n\n\n\n\n\n\n\nconst defaultTextureSize = [\n 512,\n 512\n];\nfunction ColorCanvas(param) {\n let { materialDef } = param;\n const { skinImageUrls , defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setColorImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [noAlphaImageUrl, setNoAlphaImageUrl] = (0,react.useState)(null);\n const { removeAlphaFromArrayBuffer } = useImageWorker();\n const { loadImage } = useImageLoader();\n var _materialDef_size;\n const textureSize = (0,react.useMemo)(()=>(_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : defaultTextureSize, [\n materialDef\n ]);\n const handleChange = (0,react.useCallback)(async (canvas)=>{\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n setColorImageUrl(materialDef.name, imageUrl);\n }, [\n textureSize,\n canvasPadding,\n setColorImageUrl,\n materialDef\n ]);\n (0,react.useEffect)(()=>{\n if (skinImageUrl) {\n let stale = false;\n const generateImageUrl = async ()=>{\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await removeAlphaFromArrayBuffer(arrayBuffer);\n if (!stale) {\n setNoAlphaImageUrl(outputImageUrl);\n }\n };\n generateImageUrl();\n return ()=>{\n stale = true;\n };\n } else {\n setNoAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n removeAlphaFromArrayBuffer,\n loadImage\n ]);\n const canvasId = \"\".concat(materialDef.name, \":color\");\n return textureSize ? /*#__PURE__*/ (0,jsx_runtime.jsx)(Canvas, {\n canvasId: canvasId,\n canvasType: \"color\",\n onChange: handleChange,\n baseImageUrl: noAlphaImageUrl,\n textureSize: textureSize\n }, canvasId) : null;\n}\n\n;// CONCATENATED MODULE: ./src/MetallicCanvas.tsx\n\n\n\n\n\n\n\n\nconst MetallicCanvas_defaultTextureSize = [\n 512,\n 512\n];\nfunction MetallicCanvas(param) {\n let { materialDef } = param;\n const { skinImageUrls , defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setMetallicImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [alphaImageUrl, setAlphaImageUrl] = (0,react.useState)(null);\n const runningChangeHandlers = (0,react.useRef)(0);\n const { convertGrayscaleImageUrlToMetallicRoughness , convertArrayBufferAlphaToGrayscale } = useImageWorker();\n const { loadImage } = useImageLoader();\n var _materialDef_size;\n const textureSize = (0,react.useMemo)(()=>(_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : MetallicCanvas_defaultTextureSize, [\n materialDef\n ]);\n const handleChange = (0,react.useCallback)(async (canvas)=>{\n runningChangeHandlers.current += 1;\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n let outputImageUrl;\n try {\n outputImageUrl = await convertGrayscaleImageUrlToMetallicRoughness(imageUrl);\n } finally{\n runningChangeHandlers.current -= 1;\n }\n if (runningChangeHandlers.current === 0) {\n setMetallicImageUrl(materialDef.name, outputImageUrl);\n }\n }, [\n textureSize,\n canvasPadding,\n setMetallicImageUrl,\n convertGrayscaleImageUrlToMetallicRoughness,\n materialDef\n ]);\n (0,react.useEffect)(()=>{\n if (skinImageUrl) {\n let stale = false;\n const generateImageUrl = async ()=>{\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await convertArrayBufferAlphaToGrayscale(arrayBuffer);\n if (!stale) {\n setAlphaImageUrl(outputImageUrl);\n }\n };\n generateImageUrl();\n return ()=>{\n stale = true;\n };\n } else {\n setAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n textureSize,\n convertArrayBufferAlphaToGrayscale,\n loadImage\n ]);\n const canvasId = \"\".concat(materialDef.name, \":metallic\");\n return textureSize ? /*#__PURE__*/ (0,jsx_runtime.jsx)(Canvas, {\n canvasId: canvasId,\n canvasType: \"metallic\",\n onChange: handleChange,\n baseImageUrl: alphaImageUrl,\n textureSize: textureSize,\n defaultDrawingMode: true\n }, canvasId) : null;\n}\n\n;// CONCATENATED MODULE: ./src/MaterialCanvases.tsx\n\n\n\n\n\n\nconst { publicRuntimeConfig: MaterialCanvases_publicRuntimeConfig } = config_default()();\nconst { materials: MaterialCanvases_materials } = MaterialCanvases_publicRuntimeConfig;\nfunction MaterialCanvases() {\n const { actualModel } = useWarrior();\n const materialDefs = MaterialCanvases_materials[actualModel];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(jsx_runtime.Fragment, {\n children: materialDefs.map((materialDef)=>{\n if (!materialDef) {\n return null;\n }\n const hasMetallic = !(materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1);\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(react.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(ColorCanvas, {\n materialDef: materialDef\n }),\n hasMetallic ? /*#__PURE__*/ (0,jsx_runtime.jsx)(MetallicCanvas, {\n materialDef: materialDef\n }) : null\n ]\n }, \"\".concat(actualModel, \"-\").concat(materialDef.name));\n })\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/@tanstack/react-query/build/lib/QueryClientProvider.mjs\nvar QueryClientProvider = __webpack_require__(5945);\n;// CONCATENATED MODULE: ./src/ImageLoaderProvider.tsx\n\n\n\n\n\nfunction ImageLoaderProvider(param) {\n let { children } = param;\n const queryClient = (0,QueryClientProvider/* useQueryClient */.NL)();\n const context = (0,react.useMemo)(()=>{\n return {\n async loadImage (imageUrl) {\n if (imageUrl.startsWith(\"data:\")) {\n return imageUrlToArrayBuffer(imageUrl);\n } else {\n const arrayBuffer = await queryClient.fetchQuery({\n queryKey: [\n imageUrl\n ]\n });\n return arrayBuffer;\n }\n }\n };\n }, [\n queryClient\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(ImageLoaderContext.Provider, {\n value: context,\n children: children\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/@tanstack/query-core/build/lib/queryClient.mjs + 13 modules\nvar queryClient = __webpack_require__(8709);\n;// CONCATENATED MODULE: ./src/pages/index.tsx\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nasync function imageFetcher(param) {\n let { queryKey } = param;\n const [imageUrl] = queryKey;\n return imageUrlToArrayBuffer(imageUrl);\n}\nconst pages_queryClient = new queryClient/* QueryClient */.S({\n defaultOptions: {\n queries: {\n queryFn: imageFetcher,\n staleTime: Infinity,\n cacheTime: 60000,\n refetchOnWindowFocus: false,\n refetchOnReconnect: false\n }\n }\n});\nfunction HomePage() {\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)((head_default()), {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"title\", {\n children: \"T2 Model Viewer & Skinner\"\n })\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(QueryClientProvider/* QueryClientProvider */.aH, {\n client: pages_queryClient,\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"main\", {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(ImageLoaderProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(WarriorProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(EnvironmentProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsxs)(SkinProvider, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Viewport\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"ModelTools\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"Field\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(EnvironmentSelector, {})\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"Field\",\n children: /*#__PURE__*/ 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(function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"K\": function() { return /* binding */ ModelViewerContext; },\n/* harmony export */ \"Z\": function() { return /* binding */ useModelViewer; }\n/* harmony export */ });\n/* harmony import */ var react__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(7294);\n\nconst ModelViewerContext = react__WEBPACK_IMPORTED_MODULE_0__.createContext(null);\nModelViewerContext.displayName = \"ModelViewerContext\";\nfunction useModelViewer() {\n const context = (0,react__WEBPACK_IMPORTED_MODULE_0__.useContext)(ModelViewerContext);\n if (!context) {\n throw new Error(\"No ModelViewerContext.Provider\");\n }\n return context;\n}\n\n\n/***/ }),\n\n/***/ 6287:\n/***/ (function(__unused_webpack_module, exports, __webpack_require__) {\n\n/* provided dependency */ var Buffer = __webpack_require__(1876)[\"Buffer\"];\n/*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */ var fabric = fabric || {\n version: \"5.2.1\"\n};\nif (true) {\n exports.fabric = fabric;\n} else {}\n/* _AMD_END_ */ if (typeof document !== \"undefined\" && \"object\" !== \"undefined\") {\n if (document instanceof (typeof HTMLDocument !== \"undefined\" ? HTMLDocument : Document)) {\n fabric.document = document;\n } else {\n fabric.document = document.implementation.createHTMLDocument(\"\");\n }\n fabric.window = window;\n} else {\n // assume we're running under node.js when document/window are not present\n var jsdom = __webpack_require__(6734);\n var virtualWindow = new jsdom.JSDOM(decodeURIComponent(\"%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E\"), {\n features: {\n FetchExternalResources: [\n \"img\"\n ]\n },\n resources: \"usable\"\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = (__webpack_require__(6907).implForWrapper);\n fabric.nodeCanvas = (__webpack_require__(4866).Canvas);\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n/**\n * True when in environment that supports touch events\n * @type boolean\n */ fabric.isTouchSupported = \"ontouchstart\" in fabric.window || \"ontouchstart\" in fabric.document || fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0;\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */ fabric.isLikelyNode = typeof Buffer !== \"undefined\" && \"object\" === \"undefined\";\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */ fabric.DPI = 96;\nfabric.reNum = \"(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)\";\nfabric.commaWsp = \"(?:\\\\s+,?\\\\s*|,\\\\s*)\";\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = {};\nfabric.iMatrix = [\n 1,\n 0,\n 0,\n 1,\n 0,\n 0\n];\nfabric.svgNS = \"http://www.w3.org/2000/svg\";\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */ fabric.perfLimitSizeTotal = 2097152;\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */ fabric.maxCacheSideLimit = 4096;\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */ fabric.minCacheSideLimit = 256;\n/**\n * Cache Object for widths of chars in text rendering.\n */ fabric.charWidthsCache = {};\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */ fabric.textureSize = 2048;\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */ fabric.disableStyleCopyPaste = false;\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */ fabric.enableGLFiltering = true;\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */ fabric.devicePixelRatio = fabric.window.devicePixelRatio || fabric.window.webkitDevicePixelRatio || fabric.window.mozDevicePixelRatio || 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */ fabric.browserShadowBlurConstant = 1;\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */ fabric.arcToSegmentsCache = {};\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */ fabric.boundsOfCurveCache = {};\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */ fabric.cachesBoundsOfCurve = true;\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */ fabric.forceGLPutImageData = false;\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log(\"max texture size: \" + fabric.maxTextureSize);\n return new fabric.WebglFilterBackend({\n tileSize: fabric.textureSize\n });\n } else if (fabric.Canvas2dFilterBackend) {\n return new fabric.Canvas2dFilterBackend();\n }\n};\n(function() {\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */ function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n } else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */ function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = {};\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for(var prop in eventName){\n this.on(prop, eventName[prop]);\n }\n } else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n function _once(eventName, handler) {\n var _handler = (function() {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }).bind(this);\n this.on(eventName, _handler);\n }\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for(var prop in eventName){\n _once.call(this, prop, eventName[prop]);\n }\n } else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */ function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for(eventName in this.__eventListeners){\n _removeEventListener.call(this, eventName);\n }\n } else if (arguments.length === 1 && typeof arguments[0] === \"object\") {\n for(var prop in eventName){\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n } else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */ function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n for(var i = 0, len = listenersForEvent.length; i < len; i++){\n listenersForEvent[i] && listenersForEvent[i].call(this, options || {});\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */ fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off\n };\n})();\n/**\n * @namespace fabric.Collection\n */ fabric.Collection = {\n _objects: [],\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */ add: function() {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for(var i = 0, length = arguments.length; i < length; i++){\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */ insertAt: function(object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n } else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */ remove: function() {\n var objects = this._objects, index, somethingRemoved = false;\n for(var i = 0, length = arguments.length; i < length; i++){\n index = objects.indexOf(arguments[i]);\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */ forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for(var i = 0, len = objects.length; i < len; i++){\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */ getObjects: function(type) {\n if (typeof type === \"undefined\") {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */ item: function(index) {\n return this._objects[index];\n },\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */ isEmpty: function() {\n return this._objects.length === 0;\n },\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */ size: function() {\n return this._objects.length;\n },\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */ contains: function(object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n } else if (deep) {\n return this._objects.some(function(obj) {\n return typeof obj.contains === \"function\" && obj.contains(object, true);\n });\n }\n return false;\n },\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */ complexity: function() {\n return this._objects.reduce(function(memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n/**\n * @namespace fabric.CommonMethods\n */ fabric.CommonMethods = {\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */ _setOptions: function(options) {\n for(var prop in options){\n this.set(prop, options[prop]);\n }\n },\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */ _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */ _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n } else {\n callback && callback();\n }\n },\n /**\n * @private\n */ _setObject: function(obj) {\n for(var prop in obj){\n this._set(prop, obj[prop]);\n }\n },\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */ set: function(key, value) {\n if (typeof key === \"object\") {\n this._setObject(key);\n } else {\n this._set(key, value);\n }\n return this;\n },\n _set: function(key, value) {\n this[key] = value;\n },\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */ toggle: function(property) {\n var value = this.get(property);\n if (typeof value === \"boolean\") {\n this.set(property, !value);\n }\n return this;\n },\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */ get: function(property) {\n return this[property];\n }\n};\n(function(global) {\n var sqrt = Math.sqrt, atan2 = Math.atan2, pow = Math.pow, PiBy180 = Math.PI / 180, PiBy2 = Math.PI / 2;\n /**\n * @namespace fabric.util\n */ fabric.util = {\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */ cos: function(angle) {\n if (angle === 0) {\n return 1;\n }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch(angleSlice){\n case 1:\n case 3:\n return 0;\n case 2:\n return -1;\n }\n return Math.cos(angle);\n },\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */ sin: function(angle) {\n if (angle === 0) {\n return 0;\n }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch(angleSlice){\n case 1:\n return sign;\n case 2:\n return 0;\n case 3:\n return -sign;\n }\n return Math.sin(angle);\n },\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */ removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */ getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */ degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */ radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */ rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y), v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */ rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians), cos = fabric.util.cos(radians), rx = vector.x * cos - vector.y * sin, ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n /**\n * Creates a vetor from points represented as a point\n * @static\n * @memberOf fabric.util\n *\n * @typedef {Object} Point\n * @property {number} x\n * @property {number} y\n *\n * @param {Point} from\n * @param {Point} to\n * @returns {Point} vector\n */ createVector: function(from, to) {\n return new fabric.Point(to.x - from.x, to.y - from.y);\n },\n /**\n * Calculates angle between 2 vectors using dot product\n * @static\n * @memberOf fabric.util\n * @param {Point} a\n * @param {Point} b\n * @returns the angle in radian between the vectors\n */ calcAngleBetweenVectors: function(a, b) {\n return Math.acos((a.x * b.x + a.y * b.y) / (Math.hypot(a.x, a.y) * Math.hypot(b.x, b.y)));\n },\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} v\n * @returns {Point} vector representing the unit vector of pointing to the direction of `v`\n */ getHatVector: function(v) {\n return new fabric.Point(v.x, v.y).multiply(1 / Math.hypot(v.x, v.y));\n },\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} A\n * @param {Point} B\n * @param {Point} C\n * @returns {{ vector: Point, angle: number }} vector representing the bisector of A and A's angle\n */ getBisector: function(A, B, C) {\n var AB = fabric.util.createVector(A, B), AC = fabric.util.createVector(A, C);\n var alpha = fabric.util.calcAngleBetweenVectors(AB, AC);\n // check if alpha is relative to AB->BC\n var ro = fabric.util.calcAngleBetweenVectors(fabric.util.rotateVector(AB, alpha), AC);\n var phi = alpha * (ro === 0 ? 1 : -1) / 2;\n return {\n vector: fabric.util.getHatVector(fabric.util.rotateVector(AB, phi)),\n angle: alpha\n };\n },\n /**\n * Project stroke width on points returning 2 projections for each point as follows:\n * - `miter`: 2 points corresponding to the outer boundary and the inner boundary of stroke.\n * - `bevel`: 2 points corresponding to the bevel boundaries, tangent to the bisector.\n * - `round`: same as `bevel`\n * Used to calculate object's bounding box\n * @static\n * @memberOf fabric.util\n * @param {Point[]} points\n * @param {Object} options\n * @param {number} options.strokeWidth\n * @param {'miter'|'bevel'|'round'} options.strokeLineJoin\n * @param {number} options.strokeMiterLimit https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit\n * @param {boolean} options.strokeUniform\n * @param {number} options.scaleX\n * @param {number} options.scaleY\n * @param {boolean} [openPath] whether the shape is open or not, affects the calculations of the first and last points\n * @returns {fabric.Point[]} array of size 2n/4n of all suspected points\n */ projectStrokeOnPoints: function(points, options, openPath) {\n var coords = [], s = options.strokeWidth / 2, strokeUniformScalar = options.strokeUniform ? new fabric.Point(1 / options.scaleX, 1 / options.scaleY) : new fabric.Point(1, 1), getStrokeHatVector = function(v) {\n var scalar = s / Math.hypot(v.x, v.y);\n return new fabric.Point(v.x * scalar * strokeUniformScalar.x, v.y * scalar * strokeUniformScalar.y);\n };\n if (points.length <= 1) {\n return coords;\n }\n points.forEach(function(p, index) {\n var A = new fabric.Point(p.x, p.y), B, C;\n if (index === 0) {\n C = points[index + 1];\n B = openPath ? getStrokeHatVector(fabric.util.createVector(C, A)).addEquals(A) : points[points.length - 1];\n } else if (index === points.length - 1) {\n B = points[index - 1];\n C = openPath ? getStrokeHatVector(fabric.util.createVector(B, A)).addEquals(A) : points[0];\n } else {\n B = points[index - 1];\n C = points[index + 1];\n }\n var bisector = fabric.util.getBisector(A, B, C), bisectorVector = bisector.vector, alpha = bisector.angle, scalar, miterVector;\n if (options.strokeLineJoin === \"miter\") {\n scalar = -s / Math.sin(alpha / 2);\n miterVector = new fabric.Point(bisectorVector.x * scalar * strokeUniformScalar.x, bisectorVector.y * scalar * strokeUniformScalar.y);\n if (Math.hypot(miterVector.x, miterVector.y) / s <= options.strokeMiterLimit) {\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n return;\n }\n }\n scalar = -s * Math.SQRT2;\n miterVector = new fabric.Point(bisectorVector.x * scalar * strokeUniformScalar.x, bisectorVector.y * scalar * strokeUniformScalar.y);\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n });\n return coords;\n },\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */ transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(t[0] * p.x + t[2] * p.y, t[1] * p.x + t[3] * p.y);\n }\n return new fabric.Point(t[0] * p.x + t[2] * p.y + t[4], t[1] * p.x + t[3] * p.y + t[5]);\n },\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */ makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for(var i = 0; i < points.length; i++){\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [\n points[0].x,\n points[1].x,\n points[2].x,\n points[3].x\n ], minX = fabric.util.array.min(xPoints), maxX = fabric.util.array.max(xPoints), width = maxX - minX, yPoints = [\n points[0].y,\n points[1].y,\n points[2].y,\n points[3].y\n ], minY = fabric.util.array.min(yPoints), maxY = fabric.util.array.max(yPoints), height = maxY - minY;\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */ invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]), r = [\n a * t[3],\n -a * t[1],\n -a * t[2],\n a * t[0]\n ], o = fabric.util.transformPoint({\n x: t[4],\n y: t[5]\n }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */ toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */ parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value), number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch(unit[0]){\n case \"mm\":\n return number * fabric.DPI / 25.4;\n case \"cm\":\n return number * fabric.DPI / 2.54;\n case \"in\":\n return number * fabric.DPI;\n case \"pt\":\n return number * fabric.DPI / 72; // or * 4 / 3\n case \"pc\":\n return number * fabric.DPI / 72 * 12; // or * 16\n case \"em\":\n return number * fontSize;\n default:\n return number;\n }\n },\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */ falseFunction: function() {\n return false;\n },\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */ getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */ getSvgAttributes: function(type) {\n var attributes = [\n \"instantiated_by_use\",\n \"style\",\n \"id\",\n \"class\"\n ];\n switch(type){\n case \"linearGradient\":\n attributes = attributes.concat([\n \"x1\",\n \"y1\",\n \"x2\",\n \"y2\",\n \"gradientUnits\",\n \"gradientTransform\"\n ]);\n break;\n case \"radialGradient\":\n attributes = attributes.concat([\n \"gradientUnits\",\n \"gradientTransform\",\n \"cx\",\n \"cy\",\n \"r\",\n \"fx\",\n \"fy\",\n \"fr\"\n ]);\n break;\n case \"stop\":\n attributes = attributes.concat([\n \"offset\",\n \"stop-color\",\n \"stop-opacity\"\n ]);\n break;\n }\n return attributes;\n },\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */ resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n var parts = namespace.split(\".\"), len = parts.length, i, obj = global || fabric.window;\n for(i = 0; i < len; ++i){\n obj = obj[parts[i]];\n }\n return obj;\n },\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */ loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n var img = fabric.util.createImage();\n /** @ignore */ var onLoadCallback = function() {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n img.onload = onLoadCallback;\n /** @ignore */ img.onerror = function() {\n fabric.log(\"Error loading \" + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf(\"data\") !== 0 && crossOrigin !== undefined && crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0, 14) === \"data:image/svg\") {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n img.src = url;\n },\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */ loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement(\"div\");\n div.style.width = div.style.height = \"1px\";\n div.style.left = div.style.top = \"-100%\";\n div.style.position = \"absolute\";\n div.appendChild(img);\n fabric.document.querySelector(\"body\").appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */ img.onload = function() {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */ enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n var enlivenedObjects = [], numLoadedObjects = 0, numTotalObjects = objects.length;\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n objects.forEach(function(o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function(obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n /**\n * Creates corresponding fabric instances residing in an object, e.g. `clipPath`\n * @see {@link fabric.Object.ENLIVEN_PROPS}\n * @param {Object} object\n * @param {Object} [context] assign enlived props to this object (pass null to skip this)\n * @param {(objects:fabric.Object[]) => void} callback\n */ enlivenObjectEnlivables: function(object, context, callback) {\n var enlivenProps = fabric.Object.ENLIVEN_PROPS.filter(function(key) {\n return !!object[key];\n });\n fabric.util.enlivenObjects(enlivenProps.map(function(key) {\n return object[key];\n }), function(enlivedProps) {\n var objects = {};\n enlivenProps.forEach(function(key, index) {\n objects[key] = enlivedProps[index];\n context && (context[key] = enlivedProps[index]);\n });\n callback && callback(objects);\n });\n },\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */ enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n var enlivenedPatterns = [], numLoadedPatterns = 0, numPatterns = patterns.length;\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n patterns.forEach(function(p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n } else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */ groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n } else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== \"undefined\") {\n object.sourcePath = path;\n }\n return object;\n },\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */ populateWithProperties: function(source, destination, properties) {\n if (properties && Array.isArray(properties)) {\n for(var i = 0, len = properties.length; i < len; i++){\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */ createCanvasElement: function() {\n return fabric.document.createElement(\"canvas\");\n },\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */ copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext(\"2d\").drawImage(canvas, 0, 0);\n return newCanvas;\n },\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */ toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL(\"image/\" + format, quality);\n },\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */ createImage: function() {\n return fabric.document.createElement(\"img\");\n },\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */ multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */ qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]), denom = pow(a[0], 2) + pow(a[1], 2), scaleX = sqrt(denom), scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX, skewX = atan2(a[0] * a[2] + a[1] * a[3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */ calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle), cos = fabric.util.cos(theta), sin = fabric.util.sin(theta);\n return [\n cos,\n sin,\n -sin,\n cos,\n 0,\n 0\n ];\n },\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewY]\n * @return {Number[]} transform matrix\n */ calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === \"undefined\" ? 1 : options.scaleX, scaleY = typeof options.scaleY === \"undefined\" ? 1 : options.scaleY, scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0\n ], multiply = fabric.util.multiplyTransformMatrices, degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(scaleMatrix, [\n 1,\n 0,\n Math.tan(degreesToRadians(options.skewX)),\n 1\n ], true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(scaleMatrix, [\n 1,\n Math.tan(degreesToRadians(options.skewY)),\n 0,\n 1\n ], true);\n }\n return scaleMatrix;\n },\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */ composeMatrix: function(options) {\n var matrix = [\n 1,\n 0,\n 0,\n 1,\n options.translateX || 0,\n options.translateY || 0\n ], multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 || options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */ resetObjectTransform: function(target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */ saveObjectTransform: function(target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */ isTransparent: function(ctx, x, y, tolerance) {\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n } else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n } else {\n y = 0;\n }\n }\n var _isTransparent = true, i, temp, imageData = ctx.getImageData(x, y, tolerance * 2 || 1, tolerance * 2 || 1), l = imageData.data.length;\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for(i = 3; i < l; i += 4){\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n imageData = null;\n return _isTransparent;\n },\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */ parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = \"meet\", alignX = \"Mid\", alignY = \"Mid\", aspectRatioAttrs = attribute.split(\" \"), align;\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== \"meet\" && meetOrSlice !== \"slice\") {\n align = meetOrSlice;\n meetOrSlice = \"meet\";\n } else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== \"none\" ? align.slice(1, 4) : \"none\";\n alignY = align !== \"none\" ? align.slice(5, 8) : \"none\";\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */ clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || \"\").toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = {};\n } else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */ limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar), perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return {\n x: Math.floor(roughWidth),\n y: perfLimitSizeY\n };\n },\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */ findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */ findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */ matrixToSVG: function(transform) {\n return \"matrix(\" + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(\" \") + \")\";\n },\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */ removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform), finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */ addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(object, fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix()));\n },\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */ applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform), center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set(\"scaleX\", options.scaleX);\n object.set(\"scaleY\", options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, \"center\", \"center\");\n },\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */ sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2, points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }\n ], transformMatrix = fabric.util.calcDimensionsMatrix(options), bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height\n };\n },\n /**\n * Merges 2 clip paths into one visually equal clip path\n *\n * **IMPORTANT**:\\\n * Does **NOT** clone the arguments, clone them proir if necessary.\n *\n * Creates a wrapper (group) that contains one clip path and is clipped by the other so content is kept where both overlap.\n * Use this method if both the clip paths may have nested clip paths of their own, so assigning one to the other's clip path property is not possible.\n *\n * In order to handle the `inverted` property we follow logic described in the following cases:\\\n * **(1)** both clip paths are inverted - the clip paths pass the inverted prop to the wrapper and loose it themselves.\\\n * **(2)** one is inverted and the other isn't - the wrapper shouldn't become inverted and the inverted clip path must clip the non inverted one to produce an identical visual effect.\\\n * **(3)** both clip paths are not inverted - wrapper and clip paths remain unchanged.\n *\n * @memberOf fabric.util\n * @param {fabric.Object} c1\n * @param {fabric.Object} c2\n * @returns {fabric.Object} merged clip path\n */ mergeClipPaths: function(c1, c2) {\n var a = c1, b = c2;\n if (a.inverted && !b.inverted) {\n // case (2)\n a = c2;\n b = c1;\n }\n // `b` becomes `a`'s clip path so we transform `b` to `a` coordinate plane\n fabric.util.applyTransformToObject(b, fabric.util.multiplyTransformMatrices(fabric.util.invertTransform(a.calcTransformMatrix()), b.calcTransformMatrix()));\n // assign the `inverted` prop to the wrapping group\n var inverted = a.inverted && b.inverted;\n if (inverted) {\n // case (1)\n a.inverted = b.inverted = false;\n }\n return new fabric.Group([\n a\n ], {\n clipPath: b,\n inverted: inverted\n });\n },\n /**\n * @memberOf fabric.util\n * @param {Object} prevStyle first style to compare\n * @param {Object} thisStyle second style to compare\n * @param {boolean} forTextSpans whether to check overline, underline, and line-through properties\n * @return {boolean} true if the style changed\n */ hasStyleChanged: function(prevStyle, thisStyle, forTextSpans) {\n forTextSpans = forTextSpans || false;\n return prevStyle.fill !== thisStyle.fill || prevStyle.stroke !== thisStyle.stroke || prevStyle.strokeWidth !== thisStyle.strokeWidth || prevStyle.fontSize !== thisStyle.fontSize || prevStyle.fontFamily !== thisStyle.fontFamily || prevStyle.fontWeight !== thisStyle.fontWeight || prevStyle.fontStyle !== thisStyle.fontStyle || prevStyle.deltaY !== thisStyle.deltaY || forTextSpans && (prevStyle.overline !== thisStyle.overline || prevStyle.underline !== thisStyle.underline || prevStyle.linethrough !== thisStyle.linethrough);\n },\n /**\n * Returns the array form of a text object's inline styles property with styles grouped in ranges\n * rather than per character. This format is less verbose, and is better suited for storage\n * so it is used in serialization (not during runtime).\n * @memberOf fabric.util\n * @param {object} styles per character styles for a text object\n * @param {String} text the text string that the styles are applied to\n * @return {{start: number, end: number, style: object}[]}\n */ stylesToArray: function(styles, text) {\n // clone style structure to prevent mutation\n var styles = fabric.util.object.clone(styles, true), textLines = text.split(\"\\n\"), charIndex = -1, prevStyle = {}, stylesArray = [];\n //loop through each textLine\n for(var i = 0; i < textLines.length; i++){\n if (!styles[i]) {\n //no styles exist for this line, so add the line's length to the charIndex total\n charIndex += textLines[i].length;\n continue;\n }\n //loop through each character of the current line\n for(var c = 0; c < textLines[i].length; c++){\n charIndex++;\n var thisStyle = styles[i][c];\n //check if style exists for this character\n if (thisStyle) {\n var styleChanged = fabric.util.hasStyleChanged(prevStyle, thisStyle, true);\n if (styleChanged) {\n stylesArray.push({\n start: charIndex,\n end: charIndex + 1,\n style: thisStyle\n });\n } else {\n //if style is the same as previous character, increase end index\n stylesArray[stylesArray.length - 1].end++;\n }\n }\n prevStyle = thisStyle || {};\n }\n }\n return stylesArray;\n },\n /**\n * Returns the object form of the styles property with styles that are assigned per\n * character rather than grouped by range. This format is more verbose, and is\n * only used during runtime (not for serialization/storage)\n * @memberOf fabric.util\n * @param {Array} styles the serialized form of a text object's styles\n * @param {String} text the text string that the styles are applied to\n * @return {Object}\n */ stylesFromArray: function(styles, text) {\n if (!Array.isArray(styles)) {\n return styles;\n }\n var textLines = text.split(\"\\n\"), charIndex = -1, styleIndex = 0, stylesObject = {};\n //loop through each textLine\n for(var i = 0; i < textLines.length; i++){\n //loop through each character of the current line\n for(var c = 0; c < textLines[i].length; c++){\n charIndex++;\n //check if there's a style collection that includes the current character\n if (styles[styleIndex] && styles[styleIndex].start <= charIndex && charIndex < styles[styleIndex].end) {\n //create object for line index if it doesn't exist\n stylesObject[i] = stylesObject[i] || {};\n //assign a style at this character's index\n stylesObject[i][c] = Object.assign({}, styles[styleIndex].style);\n //if character is at the end of the current style collection, move to the next\n if (charIndex === styles[styleIndex].end - 1) {\n styleIndex++;\n }\n }\n }\n }\n return stylesObject;\n }\n };\n})( true ? exports : 0);\n(function() {\n var _join = Array.prototype.join, commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n }, repeatedCommands = {\n m: \"l\",\n M: \"L\"\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2), sinth2 = fabric.util.sin(th2), costh3 = fabric.util.cos(th3), sinth3 = fabric.util.sin(th3), toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1, toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1, cp1X = fromX + mT * (-cosTh * rx * sinth2 - sinTh * ry * costh2), cp1Y = fromY + mT * (-sinTh * rx * sinth2 + cosTh * ry * costh2), cp2X = toX + mT * (cosTh * rx * sinth3 + sinTh * ry * costh3), cp2Y = toY + mT * (sinTh * rx * sinth3 - cosTh * ry * costh3);\n return [\n \"C\",\n cp1X,\n cp1Y,\n cp2X,\n cp2Y,\n toX,\n toY\n ];\n }\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */ function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180, sinTh = fabric.util.sin(th), cosTh = fabric.util.cos(th), fromX = 0, fromY = 0;\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5, py = -cosTh * toY * 0.5 + sinTh * toX * 0.5, rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px, pl = rx2 * ry2 - rx2 * py2 - ry2 * px2, root = 0;\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n } else {\n root = (large === sweep ? -1.0 : 1.0) * Math.sqrt(pl / (rx2 * py2 + ry2 * px2));\n }\n var cx = root * rx * py / ry, cy = -root * ry * px / rx, cx1 = cosTh * cx - sinTh * cy + toX * 0.5, cy1 = sinTh * cx + cosTh * cy + toY * 0.5, mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry), dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n } else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)), result = [], mDelta = dtheta / segments, mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2), th3 = mTheta + mDelta;\n for(var i = 0; i < segments; i++){\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n /*\n * Private\n */ function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux), tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n } else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */ // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n var sqrt = Math.sqrt, min = Math.min, max = Math.max, abs = Math.abs, tvalues = [], bounds = [\n [],\n []\n ], a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n for(var i = 0; i < 2; ++i){\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n var x, y, j = tvalues.length, jlen = j, mt;\n while(j--){\n t = tvalues[j];\n mt = 1 - t;\n x = mt * mt * mt * x0 + 3 * mt * mt * t * x1 + 3 * mt * t * t * x2 + t * t * t * x3;\n bounds[0][j] = x;\n y = mt * mt * mt * y0 + 3 * mt * mt * t * y1 + 3 * mt * t * t * y2 + t * t * t * y3;\n bounds[1][j] = y;\n }\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */ function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1], ry = coords[2], rot = coords[3], large = coords[4], sweep = coords[5], tx = coords[6], ty = coords[7], segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n for(var i = 0, len = segsNorm.length; i < len; i++){\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n }\n ;\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */ function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length, // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted, // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for(i = 0; i < len; ++i){\n converted = false;\n current = path[i].slice(0);\n switch(current[0]){\n case \"l\":\n current[0] = \"L\";\n current[1] += x;\n current[2] += y;\n // falls through\n case \"L\":\n x = current[1];\n y = current[2];\n break;\n case \"h\":\n current[1] += x;\n // falls through\n case \"H\":\n current[0] = \"L\";\n current[2] = y;\n x = current[1];\n break;\n case \"v\":\n current[1] += y;\n // falls through\n case \"V\":\n current[0] = \"L\";\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case \"m\":\n current[0] = \"M\";\n current[1] += x;\n current[2] += y;\n // falls through\n case \"M\":\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case \"c\":\n current[0] = \"C\";\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case \"C\":\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case \"s\":\n current[0] = \"S\";\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case \"S\":\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === \"C\") {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n } else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = \"C\";\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case \"q\":\n current[0] = \"Q\";\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case \"Q\":\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case \"t\":\n current[0] = \"T\";\n current[1] += x;\n current[2] += y;\n // falls through\n case \"T\":\n if (previous === \"Q\") {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n } else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = \"Q\";\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case \"a\":\n current[0] = \"A\";\n current[6] += x;\n current[7] += y;\n // falls through\n case \"A\":\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case \"z\":\n case \"Z\":\n x = x1;\n y = y1;\n break;\n default:\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n }\n ;\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */ function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var invT = 1 - pct, tangentX = 3 * invT * invT * (p2x - p1x) + 6 * invT * pct * (p3x - p2x) + 3 * pct * pct * (p4x - p3x), tangentY = 3 * invT * invT * (p2y - p1y) + 6 * invT * pct * (p3y - p2y) + 3 * pct * pct * (p4y - p3y);\n return Math.atan2(tangentY, tangentX);\n };\n }\n function QB1(t) {\n return t * t;\n }\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var invT = 1 - pct, tangentX = 2 * invT * (p2x - p1x) + 2 * pct * (p3x - p2x), tangentY = 2 * invT * (p2y - p1y) + 2 * pct * (p3y - p2y);\n return Math.atan2(tangentY, tangentX);\n };\n }\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = {\n x: x1,\n y: y1\n }, p, tmpLen = 0, perc;\n for(perc = 1; perc <= 100; perc += 1){\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */ function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = {\n x: segInfo.x,\n y: segInfo.y\n }, p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while(tmpLen < distance && nextStep > 0.0001){\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if (nextLen + tmpLen > distance) {\n // we discard this step and we make smaller steps.\n perc -= nextStep;\n nextStep /= 2;\n } else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */ function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current, //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for(var i = 0; i < len; i++){\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0]\n };\n switch(current[0]){\n case \"M\":\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case \"L\":\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case \"C\":\n iterator = getPointOnCubicBezierIterator(x1, y1, current[1], current[2], current[3], current[4], current[5], current[6]);\n angleFinder = getTangentCubicIterator(x1, y1, current[1], current[2], current[3], current[4], current[5], current[6]);\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case \"Q\":\n iterator = getPointOnQuadraticBezierIterator(x1, y1, current[1], current[2], current[3], current[4]);\n angleFinder = getTangentQuadraticIterator(x1, y1, current[1], current[2], current[3], current[4]);\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case \"Z\":\n case \"z\":\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({\n length: totalLength,\n x: x1,\n y: y1\n });\n return info;\n }\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while(distance - infos[i].length > 0 && i < infos.length - 2){\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length, command = segInfo.command, segment = path[i], info;\n switch(command){\n case \"M\":\n return {\n x: segInfo.x,\n y: segInfo.y,\n angle: 0\n };\n case \"Z\":\n case \"z\":\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(new fabric.Point(segInfo.destX, segInfo.destY), segPercent);\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case \"L\":\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(new fabric.Point(segment[1], segment[2]), segPercent);\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case \"C\":\n return findPercentageForDistance(segInfo, distance);\n case \"Q\":\n return findPercentageForDistance(segInfo, distance);\n }\n }\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */ function parsePath(pathString) {\n var result = [], coords = [], currentPath, parsed, re = fabric.rePathCommand, rNumber = \"[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*\", rNumberCommaWsp = \"(\" + rNumber + \")\" + fabric.commaWsp, rFlagCommaWsp = \"([01])\" + fabric.commaWsp + \"?\", rArcSeq = rNumberCommaWsp + \"?\" + rNumberCommaWsp + \"?\" + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp + rNumberCommaWsp + \"?(\" + rNumber + \")\", regArcArgumentSequence = new RegExp(rArcSeq, \"g\"), match, coordsStr, // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n for(var i = 0, coordsParsed, len = path.length; i < len; i++){\n currentPath = path[i];\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n var command = currentPath.charAt(0);\n coordsParsed = [\n command\n ];\n if (command.toLowerCase() === \"a\") {\n // arcs have special flags that apparently don't require spaces so handle special\n for(var args; args = regArcArgumentSequence.exec(coordsStr);){\n for(var j = 1; j < args.length; j++){\n coords.push(args[j]);\n }\n }\n } else {\n while(match = re.exec(coordsStr)){\n coords.push(match[0]);\n }\n }\n for(var j = 0, jlen = coords.length; j < jlen; j++){\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n var commandLength = commandLengths[command.toLowerCase()], repeatedCommand = repeatedCommands[command] || command;\n if (coordsParsed.length - 1 > commandLength) {\n for(var k = 1, klen = coordsParsed.length; k < klen; k += commandLength){\n result.push([\n command\n ].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n } else {\n result.push(coordsParsed);\n }\n }\n return result;\n }\n ;\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */ function getSmoothPathFromPoints(points, correction) {\n var path = [], i, p1 = new fabric.Point(points[0].x, points[0].y), p2 = new fabric.Point(points[1].x, points[1].y), len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push([\n \"M\",\n p1.x - multSignX * correction,\n p1.y - multSignY * correction\n ]);\n for(i = 1; i < len; i++){\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push([\n \"Q\",\n p1.x,\n p1.y,\n midPoint.x,\n midPoint.y\n ]);\n }\n p1 = points[i];\n if (i + 1 < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push([\n \"L\",\n p1.x + multSignX * correction,\n p1.y + multSignY * correction\n ]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */ function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(transform, [\n 1,\n 0,\n 0,\n 1,\n -pathOffset.x,\n -pathOffset.y\n ]);\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for(var i = 1; i < pathSegment.length - 1; i += 2){\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */ fabric.util.joinPath = function(pathData) {\n return pathData.map(function(segment) {\n return segment.join(\" \");\n }).join(\" \");\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n})();\n(function() {\n var slice = Array.prototype.slice;\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */ function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for(var i = 0, len = array.length; i < len; i++){\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */ function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */ function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n /**\n * @private\n */ function fill(array, value) {\n var k = array.length;\n while(k--){\n array[k] = value;\n }\n return array;\n }\n /**\n * @private\n */ function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n var i = array.length - 1, result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while(i--){\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n } else {\n while(i--){\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n /**\n * @namespace fabric.util.array\n */ fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n})();\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */ function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n } else if (source instanceof Array) {\n destination = [];\n for(var i = 0, len = source.length; i < len; i++){\n destination[i] = extend({}, source[i], deep);\n }\n } else if (source && typeof source === \"object\") {\n for(var property in source){\n if (property === \"canvas\" || property === \"group\") {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n } else if (source.hasOwnProperty(property)) {\n destination[property] = extend({}, source[property], deep);\n }\n }\n } else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n } else {\n for(var property in source){\n destination[property] = source[property];\n }\n }\n return destination;\n }\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */ //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({}, object, deep);\n }\n /** @namespace fabric.util.object */ fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n(function() {\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */ function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : \"\";\n });\n }\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */ function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() + (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */ function escapeXml(string) {\n return string.replace(/&/g, \"&\").replace(/\"/g, \""\").replace(/'/g, \"'\").replace(//g, \">\");\n }\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */ function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for(i = 0, chr; i < textstring.length; i++){\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n if (isNaN(code)) {\n return \"\"; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= i + 1) {\n throw \"High surrogate without following low surrogate\";\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw \"High surrogate without following low surrogate\";\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw \"Low surrogate without preceding high surrogate\";\n }\n var prev = str.charCodeAt(i - 1);\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw \"Low surrogate without preceding high surrogate\";\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n /**\n * String utilities\n * @namespace fabric.util.string\n */ fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n(function() {\n var slice = Array.prototype.slice, emptyFunction = function() {}, IS_DONTENUM_BUGGY = function() {\n for(var p in {\n toString: 1\n }){\n if (p === \"toString\") {\n return false;\n }\n }\n return true;\n }(), /** @ignore */ addMethods = function(klass, source, parent) {\n for(var property in source){\n if (property in klass.prototype && typeof klass.prototype[property] === \"function\" && (source[property] + \"\").indexOf(\"callSuper\") > -1) {\n klass.prototype[property] = function(property) {\n return function() {\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n if (property !== \"initialize\") {\n return returnValue;\n }\n };\n }(property);\n } else {\n klass.prototype[property] = source[property];\n }\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n function Subclass() {}\n function callSuper(methodName) {\n var parentMethod = null, _this = this;\n // climb prototype chain to find method not equal to callee's method\n while(_this.constructor.superclass){\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n if (!parentMethod) {\n return console.log(\"tried to callSuper \" + methodName + \", method not found in prototype chain\", this);\n }\n return arguments.length > 1 ? parentMethod.apply(this, slice.call(arguments, 1)) : parentMethod.call(this);\n }\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */ function createClass() {\n var parent = null, properties = slice.call(arguments, 0);\n if (typeof properties[0] === \"function\") {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n klass.superclass = parent;\n klass.subclasses = [];\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for(var i = 0, length = properties.length; i < length; i++){\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n fabric.util.createClass = createClass;\n})();\n(function() {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement(\"div\").attachEvent, touchEvents = [\n \"touchstart\",\n \"touchmove\",\n \"touchend\"\n ];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */ fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */ fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n fabric.util.getPointer = function(event) {\n var element = event.target, scroll = fabric.util.getScrollLeftTop(element), _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === \"touch\";\n };\n})();\n(function() {\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */ function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === \"string\") {\n element.style.cssText += \";\" + styles;\n return styles.indexOf(\"opacity\") > -1 ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1]) : element;\n }\n for(var property in styles){\n if (property === \"opacity\") {\n setOpacity(element, styles[property]);\n } else {\n var normalizedProperty = property === \"float\" || property === \"cssFloat\" ? typeof elementStyle.styleFloat === \"undefined\" ? \"cssFloat\" : \"styleFloat\" : property;\n elementStyle.setProperty(normalizedProperty, styles[property]);\n }\n }\n return element;\n }\n var parseEl = fabric.document.createElement(\"div\"), supportsOpacity = typeof parseEl.style.opacity === \"string\", supportsFilters = typeof parseEl.style.filter === \"string\", reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/, /** @ignore */ setOpacity = function(element) {\n return element;\n };\n if (supportsOpacity) {\n /** @ignore */ setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n } else if (supportsFilters) {\n /** @ignore */ setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? \"\" : \"alpha(opacity=\" + value * 100 + \")\";\n es.filter = es.filter.replace(reOpacity, value);\n } else {\n es.filter += \" alpha(opacity=\" + value * 100 + \")\";\n }\n return element;\n };\n }\n fabric.util.setStyle = setStyle;\n})();\n(function() {\n var _slice = Array.prototype.slice;\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */ function getById(id) {\n return typeof id === \"string\" ? fabric.document.getElementById(id) : id;\n }\n var sliceCanConvertNodelists, /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */ toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n } catch (err) {}\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while(i--){\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */ function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for(var prop in attributes){\n if (prop === \"class\") {\n el.className = attributes[prop];\n } else if (prop === \"for\") {\n el.htmlFor = attributes[prop];\n } else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */ function addClass(element, className) {\n if (element && (\" \" + element.className + \" \").indexOf(\" \" + className + \" \") === -1) {\n element.className += (element.className ? \" \" : \"\") + className;\n }\n }\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */ function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === \"string\") {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */ function getScrollLeftTop(element) {\n var left = 0, top = 0, docElement = fabric.document.documentElement, body = fabric.document.body || {\n scrollLeft: 0,\n scrollTop: 0\n };\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while(element && (element.parentNode || element.host)){\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n } else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n if (element.nodeType === 1 && element.style.position === \"fixed\") {\n break;\n }\n }\n return {\n left: left,\n top: top\n };\n }\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */ function getElementOffset(element) {\n var docElem, doc = element && element.ownerDocument, box = {\n left: 0,\n top: 0\n }, offset = {\n left: 0,\n top: 0\n }, scrollLeftTop, offsetAttributes = {\n borderLeftWidth: \"left\",\n borderTopWidth: \"top\",\n paddingLeft: \"left\",\n paddingTop: \"top\"\n };\n if (!doc) {\n return offset;\n }\n for(var attr in offsetAttributes){\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n docElem = doc.documentElement;\n if (typeof element.getBoundingClientRect !== \"undefined\") {\n box = element.getBoundingClientRect();\n }\n scrollLeftTop = getScrollLeftTop(element);\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */ var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n } else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n (function() {\n var style = fabric.document.documentElement.style, selectProp = \"userSelect\" in style ? \"userSelect\" : \"MozUserSelect\" in style ? \"MozUserSelect\" : \"WebkitUserSelect\" in style ? \"WebkitUserSelect\" : \"KhtmlUserSelect\" in style ? \"KhtmlUserSelect\" : \"\";\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */ function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== \"undefined\") {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = \"none\";\n } else if (typeof element.unselectable === \"string\") {\n element.unselectable = \"on\";\n }\n return element;\n }\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */ function makeElementSelectable(element) {\n if (typeof element.onselectstart !== \"undefined\") {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = \"\";\n } else if (typeof element.unselectable === \"string\") {\n element.unselectable = \"\";\n }\n return element;\n }\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n }\n ;\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */ fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n})();\n(function() {\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? \"&\" : \"?\") + param;\n }\n function emptyFn() {}\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */ function request(url, options) {\n options || (options = {});\n var method = options.method ? options.method.toUpperCase() : \"GET\", onComplete = options.onComplete || function() {}, xhr = new fabric.window.XMLHttpRequest(), body = options.body || options.parameters;\n /** @ignore */ xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n if (method === \"GET\") {\n body = null;\n if (typeof options.parameters === \"string\") {\n url = addParamToUrl(url, options.parameters);\n }\n }\n xhr.open(method, url, true);\n if (method === \"POST\" || method === \"PUT\") {\n xhr.setRequestHeader(\"Content-Type\", \"application/x-www-form-urlencoded\");\n }\n xhr.send(body);\n return xhr;\n }\n fabric.util.request = request;\n})();\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */ fabric.log = console.log;\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */ fabric.warn = console.warn;\n(function() {\n var extend = fabric.util.object.extend, clone = fabric.util.object.clone;\n /**\n * @typedef {Object} AnimationOptions\n * Animation of a value or list of values.\n * When using lists, think of something like this:\n * fabric.util.animate({\n * startValue: [1, 2, 3],\n * endValue: [2, 4, 6],\n * onChange: function([a, b, c]) {\n * canvas.zoomToPoint({x: b, y: c}, a)\n * canvas.renderAll()\n * }\n * });\n * @example\n * @property {Function} [onChange] Callback; invoked on every value change\n * @property {Function} [onComplete] Callback; invoked when value change is completed\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * var animationOptions = { startValue: 0, endValue: 1, byValue: 0.25 }\n * var animationOptions = { startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] }\n * @property {number | number[]} [startValue=0] Starting value\n * @property {number | number[]} [endValue=100] Ending value\n * @property {number | number[]} [byValue=100] Value to modify the property by\n * @property {Function} [easing] Easing function\n * @property {Number} [duration=500] Duration of change (in ms)\n * @property {Function} [abort] Additional function with logic. If returns true, animation aborts.\n *\n * @typedef {() => void} CancelFunction\n *\n * @typedef {Object} AnimationCurrentState\n * @property {number | number[]} currentValue value in range [`startValue`, `endValue`]\n * @property {number} completionRate value in range [0, 1]\n * @property {number} durationRate value in range [0, 1]\n *\n * @typedef {(AnimationOptions & AnimationCurrentState & { cancel: CancelFunction }} AnimationContext\n */ /**\n * Array holding all running animations\n * @memberof fabric\n * @type {AnimationContext[]}\n */ var RUNNING_ANIMATIONS = [];\n fabric.util.object.extend(RUNNING_ANIMATIONS, {\n /**\n * cancel all running animations at the next requestAnimFrame\n * @returns {AnimationContext[]}\n */ cancelAll: function() {\n var animations = this.splice(0);\n animations.forEach(function(animation) {\n animation.cancel();\n });\n return animations;\n },\n /**\n * cancel all running animations attached to canvas at the next requestAnimFrame\n * @param {fabric.Canvas} canvas\n * @returns {AnimationContext[]}\n */ cancelByCanvas: function(canvas) {\n if (!canvas) {\n return [];\n }\n var cancelled = this.filter(function(animation) {\n return typeof animation.target === \"object\" && animation.target.canvas === canvas;\n });\n cancelled.forEach(function(animation) {\n animation.cancel();\n });\n return cancelled;\n },\n /**\n * cancel all running animations for target at the next requestAnimFrame\n * @param {*} target\n * @returns {AnimationContext[]}\n */ cancelByTarget: function(target) {\n var cancelled = this.findAnimationsByTarget(target);\n cancelled.forEach(function(animation) {\n animation.cancel();\n });\n return cancelled;\n },\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {number}\n */ findAnimationIndex: function(cancelFunc) {\n return this.indexOf(this.findAnimation(cancelFunc));\n },\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {AnimationContext | undefined} animation's options object\n */ findAnimation: function(cancelFunc) {\n return this.find(function(animation) {\n return animation.cancel === cancelFunc;\n });\n },\n /**\n *\n * @param {*} target the object that is assigned to the target property of the animation context\n * @returns {AnimationContext[]} array of animation options object associated with target\n */ findAnimationsByTarget: function(target) {\n if (!target) {\n return [];\n }\n return this.filter(function(animation) {\n return animation.target === target;\n });\n }\n });\n function noop() {\n return false;\n }\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {AnimationOptions} [options] Animation options\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * fabric.util.animate({ startValue: 0, endValue: 1, byValue: 0.25 })\n * fabric.util.animate({ startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] })\n * @returns {CancelFunction} cancel function\n */ function animate(options) {\n options || (options = {});\n var cancel = false, context, removeFromRegistry = function() {\n var index = fabric.runningAnimations.indexOf(context);\n return index > -1 && fabric.runningAnimations.splice(index, 1)[0];\n };\n context = extend(clone(options), {\n cancel: function() {\n cancel = true;\n return removeFromRegistry();\n },\n currentValue: \"startValue\" in options ? options.startValue : 0,\n completionRate: 0,\n durationRate: 0\n });\n fabric.runningAnimations.push(context);\n requestAnimFrame(function(timestamp) {\n var start = timestamp || +new Date(), duration = options.duration || 500, finish = start + duration, time, onChange = options.onChange || noop, abort = options.abort || noop, onComplete = options.onComplete || noop, easing = options.easing || defaultEasing, isMany = \"startValue\" in options ? options.startValue.length > 0 : false, startValue = \"startValue\" in options ? options.startValue : 0, endValue = \"endValue\" in options ? options.endValue : 100, byValue = options.byValue || (isMany ? startValue.map(function(value, i) {\n return endValue[i] - startValue[i];\n }) : endValue - startValue);\n options.onStart && options.onStart();\n (function tick(ticktime) {\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : time - start, timePerc = currentTime / duration, current = isMany ? startValue.map(function(_value, i) {\n return easing(currentTime, startValue[i], byValue[i], duration);\n }) : easing(currentTime, startValue, byValue, duration), valuePerc = isMany ? Math.abs((current[0] - startValue[0]) / byValue[0]) : Math.abs((current - startValue) / byValue);\n // update context\n context.currentValue = isMany ? current.slice() : current;\n context.completionRate = valuePerc;\n context.durationRate = timePerc;\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n removeFromRegistry();\n return;\n }\n if (time > finish) {\n // update context\n context.currentValue = isMany ? endValue.slice() : endValue;\n context.completionRate = 1;\n context.durationRate = 1;\n // execute callbacks\n onChange(isMany ? endValue.slice() : endValue, 1, 1);\n onComplete(endValue, 1, 1);\n removeFromRegistry();\n return;\n } else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n return context.cancel;\n }\n var _requestAnimFrame = fabric.window.requestAnimationFrame || fabric.window.webkitRequestAnimationFrame || fabric.window.mozRequestAnimationFrame || fabric.window.oRequestAnimationFrame || fabric.window.msRequestAnimationFrame || function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */ function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n fabric.runningAnimations = RUNNING_ANIMATIONS;\n})();\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = \"rgba(\" + parseInt(begin[0] + pos * (end[0] - begin[0]), 10) + \",\" + parseInt(begin[1] + pos * (end[1] - begin[1]), 10) + \",\" + parseInt(begin[2] + pos * (end[2] - begin[2]), 10);\n color += \",\" + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += \")\";\n return color;\n }\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */ function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(), endColor = new fabric.Color(toColor).getSource(), originalOnComplete = options.onComplete, originalOnChange = options.onChange;\n options = options || {};\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function(currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing ? options.colorEasing(currentTime, duration) : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(calculateColor(endColor, endColor, 0), valuePerc, timePerc);\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(calculateColor(current, current, 0), valuePerc, timePerc);\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n fabric.util.animateColor = animateColor;\n})();\n(function(global) {\n \"use strict\";\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */ var fabric = global.fabric || (global.fabric = {});\n if (fabric.Point) {\n fabric.warn(\"fabric.Point is already defined\");\n return;\n }\n fabric.Point = Point;\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */ function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n Point.prototype = /** @lends fabric.Point.prototype */ {\n type: \"point\",\n constructor: Point,\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */ add: function(that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */ addEquals: function(that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */ scalarAdd: function(scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ scalarAddEquals: function(scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */ subtract: function(that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */ subtractEquals: function(that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */ scalarSubtract: function(scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ scalarSubtractEquals: function(scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */ multiply: function(scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ multiplyEquals: function(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */ divide: function(scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ divideEquals: function(scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ eq: function(that) {\n return this.x === that.x && this.y === that.y;\n },\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ lt: function(that) {\n return this.x < that.x && this.y < that.y;\n },\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ lte: function(that) {\n return this.x <= that.x && this.y <= that.y;\n },\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ gt: function(that) {\n return this.x > that.x && this.y > that.y;\n },\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ gte: function(that) {\n return this.x >= that.x && this.y >= that.y;\n },\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */ lerp: function(that, t) {\n if (typeof t === \"undefined\") {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */ distanceFrom: function(that) {\n var dx = this.x - that.x, dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */ midPointFrom: function(that) {\n return this.lerp(that);\n },\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */ min: function(that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */ max: function(that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n /**\n * Returns string representation of this point\n * @return {String}\n */ toString: function() {\n return this.x + \",\" + this.y;\n },\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */ setXY: function(x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */ setX: function(x) {\n this.x = x;\n return this;\n },\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */ setY: function(y) {\n this.y = y;\n return this;\n },\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */ setFromPoint: function(that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */ swap: function(that) {\n var x = this.x, y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */ clone: function() {\n return new Point(this.x, this.y);\n }\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */ var fabric = global.fabric || (global.fabric = {});\n if (fabric.Intersection) {\n fabric.warn(\"fabric.Intersection is already defined\");\n return;\n }\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */ function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n fabric.Intersection = Intersection;\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n constructor: Intersection,\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */ appendPoint: function(point) {\n this.points.push(point);\n return this;\n },\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */ appendPoints: function(points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectLineLine = function(a1, a2, b1, b2) {\n var result, uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x), ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x), uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB, ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection(\"Intersection\");\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n } else {\n result = new Intersection();\n }\n } else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection(\"Coincident\");\n } else {\n result = new Intersection(\"Parallel\");\n }\n }\n return result;\n };\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(), length = points.length, b1, b2, inter, i;\n for(i = 0; i < length; i++){\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = \"Intersection\";\n }\n return result;\n };\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectPolygonPolygon = function(points1, points2) {\n var result = new Intersection(), length = points1.length, i;\n for(i = 0; i < length; i++){\n var a1 = points1[i], a2 = points1[(i + 1) % length], inter = Intersection.intersectLinePolygon(a1, a2, points2);\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = \"Intersection\";\n }\n return result;\n };\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectPolygonRectangle = function(points, r1, r2) {\n var min = r1.min(r2), max = r1.max(r2), topRight = new fabric.Point(max.x, min.y), bottomLeft = new fabric.Point(min.x, max.y), inter1 = Intersection.intersectLinePolygon(min, topRight, points), inter2 = Intersection.intersectLinePolygon(topRight, max, points), inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points), inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points), result = new Intersection();\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n if (result.points.length > 0) {\n result.status = \"Intersection\";\n }\n return result;\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {});\n if (fabric.Color) {\n fabric.warn(\"fabric.Color is already defined.\");\n return;\n }\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */ function Color(color) {\n if (!color) {\n this.setSource([\n 0,\n 0,\n 0,\n 1\n ]);\n } else {\n this._tryParsingColor(color);\n }\n }\n fabric.Color = Color;\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */ _tryParsingColor: function(color) {\n var source;\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n if (color === \"transparent\") {\n source = [\n 255,\n 255,\n 255,\n 0\n ];\n }\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [\n 0,\n 0,\n 0,\n 1\n ];\n }\n if (source) {\n this.setSource(source);\n }\n },\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */ _rgbToHsl: function(r, g, b) {\n r /= 255;\n g /= 255;\n b /= 255;\n var h, s, l, max = fabric.util.array.max([\n r,\n g,\n b\n ]), min = fabric.util.array.min([\n r,\n g,\n b\n ]);\n l = (max + min) / 2;\n if (max === min) {\n h = s = 0; // achromatic\n } else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch(max){\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */ getSource: function() {\n return this._source;\n },\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */ setSource: function(source) {\n this._source = source;\n },\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */ toRgb: function() {\n var source = this.getSource();\n return \"rgb(\" + source[0] + \",\" + source[1] + \",\" + source[2] + \")\";\n },\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */ toRgba: function() {\n var source = this.getSource();\n return \"rgba(\" + source[0] + \",\" + source[1] + \",\" + source[2] + \",\" + source[3] + \")\";\n },\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */ toHsl: function() {\n var source = this.getSource(), hsl = this._rgbToHsl(source[0], source[1], source[2]);\n return \"hsl(\" + hsl[0] + \",\" + hsl[1] + \"%,\" + hsl[2] + \"%)\";\n },\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */ toHsla: function() {\n var source = this.getSource(), hsl = this._rgbToHsl(source[0], source[1], source[2]);\n return \"hsla(\" + hsl[0] + \",\" + hsl[1] + \"%,\" + hsl[2] + \"%,\" + source[3] + \")\";\n },\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */ toHex: function() {\n var source = this.getSource(), r, g, b;\n r = source[0].toString(16);\n r = r.length === 1 ? \"0\" + r : r;\n g = source[1].toString(16);\n g = g.length === 1 ? \"0\" + g : g;\n b = source[2].toString(16);\n b = b.length === 1 ? \"0\" + b : b;\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */ toHexa: function() {\n var source = this.getSource(), a;\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = a.length === 1 ? \"0\" + a : a;\n return this.toHex() + a.toUpperCase();\n },\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */ getAlpha: function() {\n return this.getSource()[3];\n },\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */ setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */ toGrayscale: function() {\n var source = this.getSource(), average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10), currentAlpha = source[3];\n this.setSource([\n average,\n average,\n average,\n currentAlpha\n ]);\n return this;\n },\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */ toBlackWhite: function(threshold) {\n var source = this.getSource(), average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), currentAlpha = source[3];\n threshold = threshold || 127;\n average = Number(average) < Number(threshold) ? 0 : 255;\n this.setSource([\n average,\n average,\n average,\n currentAlpha\n ]);\n return this;\n },\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */ overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n var result = [], alpha = this.getAlpha(), otherAlpha = 0.5, source = this.getSource(), otherSource = otherColor.getSource(), i;\n for(i = 0; i < 3; i++){\n result.push(Math.round(source[i] * (1 - otherAlpha) + otherSource[i] * otherAlpha));\n }\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */ // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */ fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */ fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */ fabric.Color.colorNameMap = {\n aliceblue: \"#F0F8FF\",\n antiquewhite: \"#FAEBD7\",\n aqua: \"#00FFFF\",\n aquamarine: \"#7FFFD4\",\n azure: \"#F0FFFF\",\n beige: \"#F5F5DC\",\n bisque: \"#FFE4C4\",\n black: \"#000000\",\n blanchedalmond: \"#FFEBCD\",\n blue: \"#0000FF\",\n blueviolet: \"#8A2BE2\",\n brown: \"#A52A2A\",\n burlywood: \"#DEB887\",\n cadetblue: \"#5F9EA0\",\n chartreuse: \"#7FFF00\",\n chocolate: \"#D2691E\",\n coral: \"#FF7F50\",\n cornflowerblue: \"#6495ED\",\n cornsilk: \"#FFF8DC\",\n crimson: \"#DC143C\",\n cyan: \"#00FFFF\",\n darkblue: \"#00008B\",\n darkcyan: \"#008B8B\",\n darkgoldenrod: \"#B8860B\",\n darkgray: \"#A9A9A9\",\n darkgrey: \"#A9A9A9\",\n darkgreen: \"#006400\",\n darkkhaki: \"#BDB76B\",\n darkmagenta: \"#8B008B\",\n darkolivegreen: \"#556B2F\",\n darkorange: \"#FF8C00\",\n darkorchid: \"#9932CC\",\n darkred: \"#8B0000\",\n darksalmon: \"#E9967A\",\n darkseagreen: \"#8FBC8F\",\n darkslateblue: \"#483D8B\",\n darkslategray: \"#2F4F4F\",\n darkslategrey: \"#2F4F4F\",\n darkturquoise: \"#00CED1\",\n darkviolet: \"#9400D3\",\n deeppink: \"#FF1493\",\n deepskyblue: \"#00BFFF\",\n dimgray: \"#696969\",\n dimgrey: \"#696969\",\n dodgerblue: \"#1E90FF\",\n firebrick: \"#B22222\",\n floralwhite: \"#FFFAF0\",\n forestgreen: \"#228B22\",\n fuchsia: \"#FF00FF\",\n gainsboro: \"#DCDCDC\",\n ghostwhite: \"#F8F8FF\",\n gold: \"#FFD700\",\n goldenrod: \"#DAA520\",\n gray: \"#808080\",\n grey: \"#808080\",\n green: \"#008000\",\n greenyellow: \"#ADFF2F\",\n honeydew: \"#F0FFF0\",\n hotpink: \"#FF69B4\",\n indianred: \"#CD5C5C\",\n indigo: \"#4B0082\",\n ivory: \"#FFFFF0\",\n khaki: \"#F0E68C\",\n lavender: \"#E6E6FA\",\n lavenderblush: \"#FFF0F5\",\n lawngreen: \"#7CFC00\",\n lemonchiffon: \"#FFFACD\",\n lightblue: \"#ADD8E6\",\n lightcoral: \"#F08080\",\n lightcyan: \"#E0FFFF\",\n lightgoldenrodyellow: \"#FAFAD2\",\n lightgray: \"#D3D3D3\",\n lightgrey: \"#D3D3D3\",\n lightgreen: \"#90EE90\",\n lightpink: \"#FFB6C1\",\n lightsalmon: \"#FFA07A\",\n lightseagreen: \"#20B2AA\",\n lightskyblue: \"#87CEFA\",\n lightslategray: \"#778899\",\n lightslategrey: \"#778899\",\n lightsteelblue: \"#B0C4DE\",\n lightyellow: \"#FFFFE0\",\n lime: \"#00FF00\",\n limegreen: \"#32CD32\",\n linen: \"#FAF0E6\",\n magenta: \"#FF00FF\",\n maroon: \"#800000\",\n mediumaquamarine: \"#66CDAA\",\n mediumblue: \"#0000CD\",\n mediumorchid: \"#BA55D3\",\n mediumpurple: \"#9370DB\",\n mediumseagreen: \"#3CB371\",\n mediumslateblue: \"#7B68EE\",\n mediumspringgreen: \"#00FA9A\",\n mediumturquoise: \"#48D1CC\",\n mediumvioletred: \"#C71585\",\n midnightblue: \"#191970\",\n mintcream: \"#F5FFFA\",\n mistyrose: \"#FFE4E1\",\n moccasin: \"#FFE4B5\",\n navajowhite: \"#FFDEAD\",\n navy: \"#000080\",\n oldlace: \"#FDF5E6\",\n olive: \"#808000\",\n olivedrab: \"#6B8E23\",\n orange: \"#FFA500\",\n orangered: \"#FF4500\",\n orchid: \"#DA70D6\",\n palegoldenrod: \"#EEE8AA\",\n palegreen: \"#98FB98\",\n paleturquoise: \"#AFEEEE\",\n palevioletred: \"#DB7093\",\n papayawhip: \"#FFEFD5\",\n peachpuff: \"#FFDAB9\",\n peru: \"#CD853F\",\n pink: \"#FFC0CB\",\n plum: \"#DDA0DD\",\n powderblue: \"#B0E0E6\",\n purple: \"#800080\",\n rebeccapurple: \"#663399\",\n red: \"#FF0000\",\n rosybrown: \"#BC8F8F\",\n royalblue: \"#4169E1\",\n saddlebrown: \"#8B4513\",\n salmon: \"#FA8072\",\n sandybrown: \"#F4A460\",\n seagreen: \"#2E8B57\",\n seashell: \"#FFF5EE\",\n sienna: \"#A0522D\",\n silver: \"#C0C0C0\",\n skyblue: \"#87CEEB\",\n slateblue: \"#6A5ACD\",\n slategray: \"#708090\",\n slategrey: \"#708090\",\n snow: \"#FFFAFA\",\n springgreen: \"#00FF7F\",\n steelblue: \"#4682B4\",\n tan: \"#D2B48C\",\n teal: \"#008080\",\n thistle: \"#D8BFD8\",\n tomato: \"#FF6347\",\n turquoise: \"#40E0D0\",\n violet: \"#EE82EE\",\n wheat: \"#F5DEB3\",\n white: \"#FFFFFF\",\n whitesmoke: \"#F5F5F5\",\n yellow: \"#FFFF00\",\n yellowgreen: \"#9ACD32\"\n };\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */ function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */ fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */ fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1), g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1), b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */ fabric.Color.fromRgba = Color.fromRgb;\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */ fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */ fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n var h = (parseFloat(match[1]) % 360 + 360) % 360 / 360, s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1), l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1), r, g, b;\n if (s === 0) {\n r = g = b = l;\n } else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s, p = l * 2 - q;\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */ fabric.Color.fromHsla = Color.fromHsl;\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */ fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */ fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf(\"#\") + 1), isShortNotation = value.length === 3 || value.length === 4, isRGBa = value.length === 8 || value.length === 4, r = isShortNotation ? value.charAt(0) + value.charAt(0) : value.substring(0, 2), g = isShortNotation ? value.charAt(1) + value.charAt(1) : value.substring(2, 4), b = isShortNotation ? value.charAt(2) + value.charAt(2) : value.substring(4, 6), a = isRGBa ? isShortNotation ? value.charAt(3) + value.charAt(3) : value.substring(6, 8) : \"FF\";\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */ fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), scaleMap = [\n \"e\",\n \"se\",\n \"s\",\n \"sw\",\n \"w\",\n \"nw\",\n \"n\",\n \"ne\",\n \"e\"\n ], skewMap = [\n \"ns\",\n \"nesw\",\n \"ew\",\n \"nwse\"\n ], controls = {}, LEFT = \"left\", TOP = \"top\", RIGHT = \"right\", BOTTOM = \"bottom\", CENTER = \"center\", opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER\n }, radiansToDegrees = fabric.util.radiansToDegrees, sign = Math.sign || function(x) {\n return (x > 0) - (x < 0) || +x;\n };\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */ function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round(cornerAngle % 360 / 45);\n }\n function fireEvent(eventName, options) {\n var target = options.transform.target, canvas = target.canvas, canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire(\"object:\" + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */ function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey, uniformIsToggled = eventData[uniScaleKey];\n return canvas.uniformScaling && !uniformIsToggled || !canvas.uniformScaling && uniformIsToggled;\n }\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */ function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */ function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === \"x\") {\n return true;\n }\n if (lockY && by === \"y\") {\n return true;\n }\n return false;\n }\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = \"not-allowed\", scaleProportionally = scaleIsProportional(eventData, fabricObject), by = \"\";\n if (control.x !== 0 && control.y === 0) {\n by = \"x\";\n } else if (control.x === 0 && control.y !== 0) {\n by = \"y\";\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + \"-resize\";\n }\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = \"not-allowed\";\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + \"-resize\";\n }\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */ function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? \"skewX\" : \"scaleY\";\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? \"skewY\" : \"scaleX\";\n }\n }\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return \"not-allowed\";\n }\n return control.cursorStyle;\n }\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y\n }\n };\n }\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */ function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(), constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY), actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */ function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */ function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target, control = target.controls[transform.corner], zoom = target.canvas.getZoom(), padding = target.padding / zoom, localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */ function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */ function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n /**\n * Action handler for skewing on the X axis\n * @private\n */ function skewObjectX(eventData, transform, x, y) {\n var target = transform.target, // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY), localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y), // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x, currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n } else {\n newSkew = radiansToDegrees(Math.atan2(totalSkewSize / target.scaleX, dimNoSkew.y / target.scaleY));\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set(\"skewX\", newSkew);\n compensateScaleForSkew(target, \"skewY\", \"scaleY\", \"y\", dimBeforeSkewing);\n }\n return hasSkewed;\n }\n /**\n * Action handler for skewing on the Y axis\n * @private\n */ function skewObjectY(eventData, transform, x, y) {\n var target = transform.target, // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0), localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y), // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y, currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n } else {\n newSkew = radiansToDegrees(Math.atan2(totalSkewSize / target.scaleY, dimNoSkew.x / target.scaleX));\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set(\"skewY\", newSkew);\n compensateScaleForSkew(target, \"skewX\", \"scaleX\", \"x\", dimBeforeSkewing);\n }\n return hasSkewed;\n }\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n } else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n } else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent(\"skewing\", wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n } else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n } else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent(\"skewing\", wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */ function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform, target = t.target, pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n if (target.lockRotation) {\n return false;\n }\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x), curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x), angle = radiansToDegrees(curAngle - lastAngle + t.theta), hasRotated = true;\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle, snapThreshold = target.snapThreshold || snapAngle, rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle, leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n } else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */ function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target, lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY, by = options.by, newPoint, scaleX, scaleY, dim, scaleProportionally = scaleIsProportional(eventData, target), forbidScaling = scalingIsForbidden(target, by, scaleProportionally), signX, signY, gestureScale = transform.gestureScale;\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n } else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== \"y\" ? sign(newPoint.x) : 1;\n signY = by !== \"x\" ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n if (target.lockScalingFlip && (transform.signX !== signX || transform.signY !== signY)) {\n return false;\n }\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y), original = transform.original, originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) + Math.abs(dim.y * original.scaleY / target.scaleY), scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n } else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== \"y\") {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== \"x\") {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set(\"scaleX\", scaleX);\n !lockScalingY && target.set(\"scaleY\", scaleY);\n } else {\n // forbidden cases already handled on top here.\n by === \"x\" && target.set(\"scaleX\", scaleX);\n by === \"y\" && target.set(\"scaleY\", scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y, {\n by: \"x\"\n });\n }\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y, {\n by: \"y\"\n });\n }\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y), strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1), multiplier = isTransformCentered(transform) ? 2 : 1, oldWidth = target.width, newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set(\"width\", Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */ function dragHandler(eventData, transform, x, y) {\n var target = transform.target, newLeft = x - transform.offsetX, newTop = y - transform.offsetY, moveX = !target.get(\"lockMovementX\") && target.left !== newLeft, moveY = !target.get(\"lockMovementY\") && target.top !== newTop;\n moveX && target.set(\"left\", newLeft);\n moveY && target.set(\"top\", newTop);\n if (moveX || moveY) {\n fireEvent(\"moving\", commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent(\"rotating\", wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent(\"scaling\", wrapWithFixedAnchor(scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent(\"scaling\", wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent(\"scaling\", wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent(\"resizing\", wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), degreesToRadians = fabric.util.degreesToRadians, controls = fabric.controlsUtils;\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */ function renderCircleControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize, ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize, transparentCorners = typeof styleOverride.transparentCorners !== \"undefined\" ? styleOverride.transparentCorners : fabricObject.transparentCorners, methodName = transparentCorners ? \"stroke\" : \"fill\", stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor), myLeft = left, myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n } else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n } else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */ function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize, ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize, transparentCorners = typeof styleOverride.transparentCorners !== \"undefined\" ? styleOverride.transparentCorners : fabricObject.transparentCorners, methodName = transparentCorners ? \"stroke\" : \"fill\", stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + \"Rect\"](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {});\n function Control(options) {\n for(var i in options){\n this[i] = options[i];\n }\n }\n fabric.Control = Control;\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n /**\n * keep track of control visibility.\n * mainly for backward compatibility.\n * if you do not want to see a control, you can remove it\n * from the controlset.\n * @type {Boolean}\n * @default true\n */ visible: true,\n /**\n * Name of the action that the control will likely execute.\n * This is optional. FabricJS uses to identify what the user is doing for some\n * extra optimizations. If you are writing a custom control and you want to know\n * somewhere else in the code what is going on, you can use this string here.\n * you can also provide a custom getActionName if your control run multiple actions\n * depending on some external state.\n * default to scale since is the most common, used on 4 corners by default\n * @type {String}\n * @default 'scale'\n */ actionName: \"scale\",\n /**\n * Drawing angle of the control.\n * NOT used for now, but name marked as needed for internal logic\n * example: to reuse the same drawing function for different rotated controls\n * @type {Number}\n * @default 0\n */ angle: 0,\n /**\n * Relative position of the control. X\n * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */ x: 0,\n /**\n * Relative position of the control. Y\n * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */ y: 0,\n /**\n * Horizontal offset of the control from the defined position. In pixels\n * Positive offset moves the control to the right, negative to the left.\n * It used when you want to have position of control that does not scale with\n * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n * the boundindbox, with an offset of 30 pixels vertically. Those 30 pixels will\n * stay 30 pixels no matter how the object is big. Another example is having 2\n * controls in the corner, that stay in the same position when the object scale.\n * of the bounding box.\n * @type {Number}\n * @default 0\n */ offsetX: 0,\n /**\n * Vertical offset of the control from the defined position. In pixels\n * Positive offset moves the control to the bottom, negative to the top.\n * @type {Number}\n * @default 0\n */ offsetY: 0,\n /**\n * Sets the length of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */ sizeX: null,\n /**\n * Sets the height of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */ sizeY: null,\n /**\n * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */ touchSizeX: null,\n /**\n * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */ touchSizeY: null,\n /**\n * Css cursor style to display when the control is hovered.\n * if the method `cursorStyleHandler` is provided, this property is ignored.\n * @type {String}\n * @default 'crosshair'\n */ cursorStyle: \"crosshair\",\n /**\n * If controls has an offsetY or offsetX, draw a line that connects\n * the control to the bounding box\n * @type {Boolean}\n * @default false\n */ withConnection: false,\n /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */ actionHandler: function() {},\n /**\n * The control handler for mouse down, provide one to handle mouse down on control\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */ mouseDownHandler: function() {},\n /**\n * The control mouseUpHandler, provide one to handle an effect on mouse up.\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */ mouseUpHandler: function() {},\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */ getActionHandler: function() {\n return this.actionHandler;\n },\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */ getMouseDownHandler: function() {\n return this.mouseDownHandler;\n },\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */ getMouseUpHandler: function() {\n return this.mouseUpHandler;\n },\n /**\n * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n * function you can pass one in the constructor\n * the cursorStyle property\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */ cursorStyleHandler: function(eventData, control /* fabricObject */ ) {\n return control.cursorStyle;\n },\n /**\n * Returns the action name. The basic implementation just return the actionName property.\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */ getActionName: function(eventData, control /* fabricObject */ ) {\n return control.actionName;\n },\n /**\n * Returns controls visibility\n * @param {fabric.Object} object on which the control is displayed\n * @param {String} controlKey key where the control is memorized on the\n * @return {Boolean}\n */ getVisibility: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== \"undefined\") {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */ setVisibility: function(visibility /* name, fabricObject */ ) {\n this.visible = visibility;\n },\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */ ) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY\n }, finalMatrix);\n return point;\n },\n /**\n * Returns the coords for this control based on object values.\n * @param {Number} objectAngle angle from the fabric object holding the control\n * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n * isTouch is true)\n * @param {Number} centerX x coordinate where the control center should be\n * @param {Number} centerY y coordinate where the control center should be\n * @param {boolean} isTouch true if touch corner, false if normal corner\n */ calcCornerCoords: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset, sinHalfOffset, cosHalfOffsetComp, sinHalfOffsetComp, xSize = isTouch ? this.touchSizeX : this.sizeX, ySize = isTouch ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n } else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = xSize && ySize ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */ cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp\n }\n };\n },\n /**\n * Render function for the control.\n * When this function runs the context is unscaled. unrotate. Just retina scaled.\n * all the functions will have to translate to the point left,top before starting Drawing\n * if they want to draw a control where the position is detected.\n * left and top are the result of the positionHandler function\n * @param {RenderingContext2D} ctx the context where the control will be drawn\n * @param {Number} left position of the canvas where we are about to render the control.\n * @param {Number} top position of the canvas where we are about to render the control.\n * @param {Object} styleOverride\n * @param {fabric.Object} fabricObject the object where the control is about to be rendered\n */ render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch(styleOverride.cornerStyle || fabricObject.cornerStyle){\n case \"circle\":\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n }\n };\n})( true ? exports : 0);\n(function() {\n \"use strict\";\n if (fabric.StaticCanvas) {\n fabric.warn(\"fabric.StaticCanvas is already defined.\");\n return;\n }\n // aliases for faster resolution\n var extend = fabric.util.object.extend, getElementOffset = fabric.util.getElementOffset, removeFromArray = fabric.util.removeFromArray, toFixed = fabric.util.toFixed, transformPoint = fabric.util.transformPoint, invertTransform = fabric.util.invertTransform, getNodeCanvas = fabric.util.getNodeCanvas, createCanvasElement = fabric.util.createCanvasElement, CANVAS_INIT_ERROR = new Error(\"Could not initialize `canvas` element\");\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */ fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(el, options) {\n options || (options = {});\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */ backgroundColor: \"\",\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */ backgroundImage: null,\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */ overlayColor: \"\",\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */ overlayImage: null,\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */ includeDefaultValues: true,\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */ stateful: false,\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */ renderOnAddRemove: true,\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */ controlsAboveOverlay: false,\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */ allowTouchScrolling: false,\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */ imageSmoothingEnabled: true,\n /**\n * The transformation (a Canvas 2D API transform matrix) which focuses the viewport\n * @type Array\n * @example Default transform\n * canvas.viewportTransform = [1, 0, 0, 1, 0, 0];\n * @example Scale by 70% and translate toward bottom-right by 50, without skewing\n * canvas.viewportTransform = [0.7, 0, 0, 0.7, 50, 50];\n * @default\n */ viewportTransform: fabric.iMatrix.concat(),\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */ backgroundVpt: true,\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */ overlayVpt: true,\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */ enableRetinaScaling: true,\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */ vptCoords: {},\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */ skipOffscreen: true,\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */ clipPath: undefined,\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */ _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n /**\n * @private\n */ _isRetinaScaling: function() {\n return fabric.devicePixelRatio > 1 && this.enableRetinaScaling;\n },\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */ getRetinaScaling: function() {\n return this._isRetinaScaling() ? Math.max(1, fabric.devicePixelRatio) : 1;\n },\n /**\n * @private\n */ _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute(\"width\", this.width * scaleRatio);\n canvas.setAttribute(\"height\", this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */ calcOffset: function() {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */ setOverlayImage: function(image, callback, options) {\n return this.__setBgOverlayImage(\"overlayImage\", image, callback, options);\n },\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */ // TODO: fix stretched examples\n setBackgroundImage: function(image, callback, options) {\n return this.__setBgOverlayImage(\"backgroundImage\", image, callback, options);\n },\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */ setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor(\"overlayColor\", overlayColor, callback);\n },\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */ setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor(\"backgroundColor\", backgroundColor, callback);\n },\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */ __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === \"string\") {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n } else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n return this;\n },\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */ __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n /**\n * @private\n */ _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = {};\n }\n if (typeof element.getContext === \"undefined\") {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n /**\n * @private\n * @param {Object} [options] Options object\n */ _initOptions: function(options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n if (!this.lowerCanvasEl.style) {\n return;\n }\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n lowerCanvasEl.style.width = this.width + \"px\";\n lowerCanvasEl.style.height = this.height + \"px\";\n this.viewportTransform = this.viewportTransform.slice();\n },\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */ _createLowerCanvas: function(canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n } else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n fabric.util.addClass(this.lowerCanvasEl, \"lower-canvas\");\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n this.contextContainer = this.lowerCanvasEl.getContext(\"2d\");\n },\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */ getWidth: function() {\n return this.width;\n },\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */ getHeight: function() {\n return this.height;\n },\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setWidth: function(value, options) {\n return this.setDimensions({\n width: value\n }, options);\n },\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setHeight: function(value, options) {\n return this.setDimensions({\n height: value\n }, options);\n },\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ setDimensions: function(dimensions, options) {\n var cssValue;\n options = options || {};\n for(var prop in dimensions){\n cssValue = dimensions[prop];\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += \"px\";\n this.hasLostContext = true;\n }\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);\n }\n this._initRetinaScaling();\n this.calcOffset();\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n return this;\n },\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */ _setBackstoreDimension: function(prop, value) {\n this.lowerCanvasEl[prop] = value;\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n this[prop] = value;\n return this;\n },\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */ _setCssDimension: function(prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n return this;\n },\n /**\n * Returns canvas zoom level\n * @return {Number}\n */ getZoom: function() {\n return this.viewportTransform[0];\n },\n /**\n * Sets viewport transformation of this canvas instance\n * @param {Array} vpt a Canvas 2D API transform matrix\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setViewportTransform: function(vpt) {\n var activeObject = this._activeObject, backgroundObject = this.backgroundImage, overlayObject = this.overlayImage, object, i, len;\n this.viewportTransform = vpt;\n for(i = 0, len = this._objects.length; i < len; i++){\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */ zoomToPoint: function(point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setZoom: function(value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */ absolutePan: function(point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */ relativePan: function(point) {\n return this.absolutePan(new fabric.Point(-point.x - this.viewportTransform[4], -point.y - this.viewportTransform[5]));\n },\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */ getElement: function() {\n return this.lowerCanvasEl;\n },\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */ _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set(\"canvas\", this);\n obj.setCoords();\n this.fire(\"object:added\", {\n target: obj\n });\n obj.fire(\"added\");\n },\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */ _onObjectRemoved: function(obj) {\n this.fire(\"object:removed\", {\n target: obj\n });\n obj.fire(\"removed\");\n delete obj.canvas;\n },\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */ getContext: function() {\n return this.contextContainer;\n },\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ clear: function() {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = \"\";\n this.overlayColor = \"\";\n if (this._hasITextHandlers) {\n this.off(\"mouse:up\", this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire(\"canvas:cleared\");\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderAll: function() {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */ requestRenderAll: function() {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */ calcViewportBoundaries: function() {\n var points = {}, width = this.width, height = this.height, iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({\n x: 0,\n y: 0\n }, iVpt);\n points.br = transformPoint({\n x: width,\n y: height\n }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire(\"before:render\", {\n ctx: ctx\n });\n this._renderBackground(ctx);\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({\n forClipping: true\n });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire(\"after:render\", {\n ctx: ctx\n });\n },\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = \"destination-in\";\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */ _renderObjects: function(ctx, objects) {\n var i, len;\n for(i = 0, len = objects.length; i < len; ++i){\n objects[i] && objects[i].render(ctx);\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */ _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + \"Color\"], object = this[property + \"Image\"], v = this.viewportTransform, needsVpt = this[property + \"Vpt\"];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive ? fill.toLive(ctx, this) : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, \"background\");\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, \"overlay\");\n },\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n * @deprecated migrate to `getCenterPoint`\n */ getCenter: function() {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n /**\n * Returns coordinates of a center of canvas.\n * @return {fabric.Point} \n */ getCenterPoint: function() {\n return new fabric.Point(this.width / 2, this.height / 2);\n },\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */ centerObjectH: function(object) {\n return this._centerObject(object, new fabric.Point(this.getCenterPoint().x, object.getCenterPoint().y));\n },\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ centerObjectV: function(object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenterPoint().y));\n },\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ centerObject: function(object) {\n var center = this.getCenterPoint();\n return this._centerObject(object, center);\n },\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, vpCenter);\n },\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */ getVpCenter: function() {\n var center = this.getCenterPoint(), iVpt = invertTransform(this.viewportTransform);\n return transformPoint(center, iVpt);\n },\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ _centerObject: function(object, center) {\n object.setPositionByOrigin(center, \"center\", \"center\");\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */ toDatalessJSON: function(propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return this._toObjectMethod(\"toObject\", propertiesToInclude);\n },\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n return this._toObjectMethod(\"toDatalessObject\", propertiesToInclude);\n },\n /**\n * @private\n */ _toObjectMethod: function(methodName, propertiesToInclude) {\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude)\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n return data;\n },\n /**\n * @private\n */ _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n /**\n * @private\n */ _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n /**\n * @private\n */ __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage, bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n } else if (bgColor) {\n data.background = bgColor;\n }\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n } else if (overlayColor) {\n data.overlay = overlayColor;\n }\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n return data;\n },\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ sendToBack: function(object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, objs;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = objs.length; i--;){\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n } else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ bringToFront: function(object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, objs;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = 0; i < objs.length; i++){\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n } else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ sendBackwards: function(object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, idx, newIdx, objs, objsMoved = 0;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = 0; i < objs.length; i++){\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n } else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * @private\n */ _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n if (intersecting) {\n newIdx = idx;\n // traverse down the stack looking for the nearest intersecting object\n for(i = idx - 1; i >= 0; --i){\n var isIntersecting = object.intersectsWithObject(this._objects[i]) || object.isContainedWithinObject(this._objects[i]) || this._objects[i].isContainedWithinObject(object);\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n } else {\n newIdx = idx - 1;\n }\n return newIdx;\n },\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ bringForward: function(object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, idx, newIdx, objs, objsMoved = 0;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = objs.length; i--;){\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n } else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * @private\n */ _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n if (intersecting) {\n newIdx = idx;\n // traverse up the stack looking for the nearest intersecting object\n for(i = idx + 1, len = this._objects.length; i < len; ++i){\n var isIntersecting = object.intersectsWithObject(this._objects[i]) || object.isContainedWithinObject(this._objects[i]) || this._objects[i].isContainedWithinObject(object);\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n } else {\n newIdx = idx + 1;\n }\n return newIdx;\n },\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ moveTo: function(object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ dispose: function() {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove(\"lower-canvas\");\n fabric.util.setStyle(this.lowerCanvasEl, this._originalCanvasStyle);\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute(\"width\", this.width);\n this.lowerCanvasEl.setAttribute(\"height\", this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */ toString: function() {\n return \"#\";\n }\n });\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n /**\n * @static\n * @type String\n * @default\n */ EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */ supports: function(methodName) {\n var el = createCanvasElement();\n if (!el || !el.getContext) {\n return null;\n }\n var ctx = el.getContext(\"2d\");\n if (!ctx) {\n return null;\n }\n switch(methodName){\n case \"setLineDash\":\n return typeof ctx.setLineDash !== \"undefined\";\n default:\n return null;\n }\n }\n });\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */ fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */ fabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n /**\n * Color of a brush\n * @type String\n * @default\n */ color: \"rgb(0, 0, 0)\",\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */ width: 1,\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */ shadow: null,\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */ strokeLineCap: \"round\",\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */ strokeLineJoin: \"round\",\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */ strokeMiterLimit: 10,\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */ strokeDashArray: null,\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */ limitedToCanvasSize: false,\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */ _setBrushStyles: function(ctx) {\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */ _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n /**\n * Sets brush shadow styles\n * @private\n */ _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n var canvas = this.canvas, shadow = this.shadow, ctx = canvas.contextTop, zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n /**\n * Removes brush shadow styles\n * @private\n */ _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n ctx.shadowColor = \"\";\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */ _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */ fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */ decimate: 0.4,\n /**\n * Draws a straight line between last recorded point to current pointer\n * Used for `shift` functionality\n *\n * @type boolean\n * @default false\n */ drawStraightLine: false,\n /**\n * The event modifier key that makes the brush draw a straight line.\n * If `null` or 'none' or any other string that is not a modifier key the feature is disabled.\n * @type {'altKey' | 'shiftKey' | 'ctrlKey' | 'none' | undefined | null}\n */ straightLineKey: \"shiftKey\",\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */ initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n needsFullRender: function() {\n return this.callSuper(\"needsFullRender\") || this._hasStraightLine;\n },\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */ _drawSegment: function(ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */ onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */ onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n } else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n /**\n * Invoked on mouse up\n */ onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.drawStraightLine = false;\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */ _prepareForDrawing: function(pointer) {\n var p = new fabric.Point(pointer.x, pointer.y);\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */ _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n if (this.drawStraightLine && this._points.length > 1) {\n this._hasStraightLine = true;\n this._points.pop();\n }\n this._points.push(point);\n return true;\n },\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */ _reset: function() {\n this._points = [];\n this._setBrushStyles(this.canvas.contextTop);\n this._setShadow();\n this._hasStraightLine = false;\n },\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */ _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n * @param {CanvasRenderingContext2D} [ctx]\n */ _render: function(ctx) {\n var i, len, p1 = this._points[0], p2 = this._points[1];\n ctx = ctx || this.canvas.contextTop;\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n for(i = 1, len = this._points.length; i < len; i++){\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */ convertPointsToSVGPath: function(points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */ _isEmptySVGPath: function(pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === \"M 0 0 Q 0 0 0 0 L 0 0\";\n },\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */ createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n return path;\n },\n /**\n * Decimate points array with the decimate value\n */ decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2), i, l = points.length - 1, lastPoint = points[0], newPoints = [\n lastPoint\n ], cDistance;\n for(i = 1; i < l - 1; i++){\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */ newPoints.push(points[l]);\n return newPoints;\n },\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */ _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire(\"before:path:created\", {\n path: path\n });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n // fire event 'path' created\n this.canvas.fire(\"path:created\", {\n path: path\n });\n }\n });\n})();\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */ fabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n /**\n * Width of a brush\n * @type Number\n * @default\n */ width: 10,\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */ initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */ drawDot: function(pointer) {\n var point = this.addPoint(pointer), ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n /**\n * Invoked on mouse down\n */ onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n /**\n * Render the full state of the brush\n * @private\n */ _render: function() {\n var ctx = this.canvas.contextTop, i, len, points = this.points;\n this._saveAndTransform(ctx);\n for(i = 0, len = points.length; i < len; i++){\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */ onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n } else {\n this.drawDot(pointer);\n }\n },\n /**\n * Invoked on mouse up\n */ onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n var circles = [];\n for(i = 0, len = this.points.length; i < len; i++){\n var point = this.points[i], circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: \"center\",\n originY: \"center\",\n fill: point.fill\n });\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n this.canvas.fire(\"before:path:created\", {\n path: group\n });\n this.canvas.add(group);\n this.canvas.fire(\"path:created\", {\n path: group\n });\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */ addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y), circleRadius = fabric.util.getRandomInt(Math.max(0, this.width - 20), this.width + 20) / 2, circleColor = new fabric.Color(this.color).setAlpha(fabric.util.getRandomInt(0, 100) / 100).toRgba();\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n this.points.push(pointerPoint);\n return pointerPoint;\n }\n});\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */ fabric.SprayBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n /**\n * Width of a spray\n * @type Number\n * @default\n */ width: 10,\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */ density: 20,\n /**\n * Width of spray dots\n * @type Number\n * @default\n */ dotWidth: 1,\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */ dotWidthVariance: 1,\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */ randomOpacity: false,\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */ optimizeOverlapping: true,\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */ initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */ onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */ onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n /**\n * Invoked on mouse up\n */ onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n var rects = [];\n for(var i = 0, ilen = this.sprayChunks.length; i < ilen; i++){\n var sprayChunk = this.sprayChunks[i];\n for(var j = 0, jlen = sprayChunk.length; j < jlen; j++){\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: \"center\",\n originY: \"center\",\n fill: this.color\n });\n rects.push(rect);\n }\n }\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n var group = new fabric.Group(rects);\n this.shadow && group.set(\"shadow\", new fabric.Shadow(this.shadow));\n this.canvas.fire(\"before:path:created\", {\n path: group\n });\n this.canvas.add(group);\n this.canvas.fire(\"path:created\", {\n path: group\n });\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n /**\n * @private\n * @param {Array} rects\n */ _getOptimizedRects: function(rects) {\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = {}, key, i, len;\n for(i = 0, len = rects.length; i < len; i++){\n key = rects[i].left + \"\" + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for(key in uniqueRects){\n uniqueRectsArray.push(uniqueRects[key]);\n }\n return uniqueRectsArray;\n },\n /**\n * Render new chunk of spray brush\n */ render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n this._saveAndTransform(ctx);\n for(i = 0, len = sprayChunk.length; i < len; i++){\n var point = sprayChunk[i];\n if (typeof point.opacity !== \"undefined\") {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n /**\n * Render all spray chunks\n */ _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n this._saveAndTransform(ctx);\n for(i = 0, ilen = this.sprayChunks.length; i < ilen; i++){\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n /**\n * @param {Object} pointer\n */ addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n var x, y, width, radius = this.width / 2, i;\n for(i = 0; i < this.density; i++){\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(// bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance), this.dotWidth + this.dotWidthVariance);\n } else {\n width = this.dotWidth;\n }\n var point = new fabric.Point(x, y);\n point.width = width;\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n this.sprayChunkPoints.push(point);\n }\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */ fabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n getPatternSrc: function() {\n var dotWidth = 20, dotDistance = 5, patternCanvas = fabric.util.createCanvasElement(), patternCtx = patternCanvas.getContext(\"2d\");\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n return patternCanvas;\n },\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace(\"this.color\", '\"' + this.color + '\"');\n },\n /**\n * Creates \"pattern\" instance property\n * @param {CanvasRenderingContext2D} ctx\n */ getPattern: function(ctx) {\n return ctx.createPattern(this.source || this.getPatternSrc(), \"repeat\");\n },\n /**\n * Sets brush styles\n * @param {CanvasRenderingContext2D} ctx\n */ _setBrushStyles: function(ctx) {\n this.callSuper(\"_setBrushStyles\", ctx);\n ctx.strokeStyle = this.getPattern(ctx);\n },\n /**\n * Creates path\n */ createPath: function(pathData) {\n var path = this.callSuper(\"createPath\", pathData), topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n(function() {\n var getPointer = fabric.util.getPointer, degreesToRadians = fabric.util.degreesToRadians, isTouchEvent = fabric.util.isTouchEvent;\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop:before before drop event. same native event. This is added to handle edge cases\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n */ fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(el, options) {\n options || (options = {});\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */ uniformScaling: true,\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */ uniScaleKey: \"shiftKey\",\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredScaling: false,\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredRotation: false,\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */ centeredKey: \"altKey\",\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */ altActionKey: \"shiftKey\",\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */ interactive: true,\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */ selection: true,\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */ selectionKey: \"shiftKey\",\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */ altSelectionKey: null,\n /**\n * Color of selection\n * @type String\n * @default\n */ selectionColor: \"rgba(100, 100, 255, 0.3)\",\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */ selectionDashArray: [],\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */ selectionBorderColor: \"rgba(255, 255, 255, 0.3)\",\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */ selectionLineWidth: 1,\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */ selectionFullyContained: false,\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */ hoverCursor: \"move\",\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */ moveCursor: \"move\",\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */ defaultCursor: \"default\",\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */ freeDrawingCursor: \"crosshair\",\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */ notAllowedCursor: \"not-allowed\",\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */ containerClass: \"canvas-container\",\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */ perPixelTargetFind: false,\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */ targetFindTolerance: 0,\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */ skipTargetFind: false,\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */ isDrawingMode: false,\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */ preserveObjectStacking: false,\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */ snapAngle: 0,\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */ snapThreshold: null,\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */ stopContextMenu: false,\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */ fireRightClick: false,\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */ fireMiddleClick: false,\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */ targets: [],\n /**\n * When the option is enabled, PointerEvent is used instead of MouseEvent.\n * @type Boolean\n * @default\n */ enablePointerEvents: false,\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */ _hoveredTarget: null,\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */ _hoveredTargets: [],\n /**\n * @private\n */ _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n this._initRetinaScaling();\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n this.calcOffset();\n },\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */ _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(), object, objsToRender, activeGroupObjects;\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for(var i = 0, length = this._objects.length; i < length; i++){\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1) {\n objsToRender.push(object);\n } else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n } else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderAll: function() {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n this.hasLostContext = false;\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ renderTop: function() {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire(\"after:render\");\n return this;\n },\n /**\n * @private\n */ _normalizePointer: function(object, pointer) {\n var m = object.calcTransformMatrix(), invertedM = fabric.util.invertTransform(m), vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */ isTargetTransparent: function(target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {\n x: x,\n y: y\n }), targetRelativeX = Math.max(target.cacheTranslationX + normalizedPointer.x * target.zoomX, 0), targetRelativeY = Math.max(target.cacheTranslationY + normalizedPointer.y * target.zoomY, 0);\n var isTransparent = fabric.util.isTransparent(target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n return isTransparent;\n }\n var ctx = this.contextCache, originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n target.selectionBackgroundColor = \"\";\n this.clearContext(ctx);\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n target.selectionBackgroundColor = originalColor;\n var isTransparent = fabric.util.isTransparent(ctx, x, y, this.targetFindTolerance);\n return isTransparent;\n },\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */ _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n if (Array.isArray(this.selectionKey)) {\n selectionKeyPressed = !!this.selectionKey.find(function(key) {\n return e[key] === true;\n });\n } else {\n selectionKeyPressed = e[this.selectionKey];\n }\n return selectionKeyPressed;\n },\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */ _shouldClearSelection: function(e, target) {\n var activeObjects = this.getActiveObjects(), activeObject = this._activeObject;\n 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;\n },\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */ _shouldCenterTransform: function(target, action, altKey) {\n if (!target) {\n return;\n }\n var centerTransform;\n if (action === \"scale\" || action === \"scaleX\" || action === \"scaleY\" || action === \"resizing\") {\n centerTransform = this.centeredScaling || target.centeredScaling;\n } else if (action === \"rotate\") {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n return centerTransform ? !altKey : altKey;\n },\n /**\n * should disappear before release 4.0\n * @private\n */ _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n if (corner === \"ml\" || corner === \"tl\" || corner === \"bl\") {\n origin.x = \"right\";\n } else if (corner === \"mr\" || corner === \"tr\" || corner === \"br\") {\n origin.x = \"left\";\n }\n if (corner === \"tl\" || corner === \"mt\" || corner === \"tr\") {\n origin.y = \"bottom\";\n } else if (corner === \"bl\" || corner === \"mb\" || corner === \"br\") {\n origin.y = \"top\";\n }\n return origin;\n },\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */ _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return \"drag\";\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */ _setupCurrentTransform: function(e, target, alreadySelected) {\n if (!target) {\n return;\n }\n var pointer = this.getPointer(e), corner = target.__corner, control = target.controls[corner], actionHandler = alreadySelected && corner ? control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler, action = this._getActionFromCorner(alreadySelected, corner, e, target), origin = this._getOriginFromCorner(target, corner), altKey = e[this.centeredKey], transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target)\n };\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = \"center\";\n transform.originY = \"center\";\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */ setCursor: function(value) {\n this.upperCanvasEl.style.cursor = value;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */ _drawSelection: function(ctx) {\n var selector = this._groupSelector, viewportStart = new fabric.Point(selector.ex, selector.ey), start = fabric.util.transformPoint(viewportStart, this.viewportTransform), viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top), extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform), 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), strokeOffset = this.selectionLineWidth / 2;\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */ findTarget: function(e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n var ignoreZoom = true, pointer = this.getPointer(e, ignoreZoom), activeObject = this._activeObject, aObjects = this.getActiveObjects(), activeTarget, activeTargetSubs, isTouch = isTouchEvent(e), shouldLookForActive = aObjects.length > 1 && !skipGroup || aObjects.length === 1;\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([\n activeObject\n ], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 && activeObject === this._searchPossibleTargets([\n activeObject\n ], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n } else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */ _checkTarget: function(pointer, obj, globalPointer) {\n if (obj && obj.visible && obj.evented && // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n } else {\n return true;\n }\n }\n },\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */ _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while(i--){\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ? this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */ restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(pointer, fabric.util.invertTransform(this.viewportTransform));\n },\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */ getPointer: function(e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n var pointer = getPointer(e), upperCanvasEl = this.upperCanvasEl, bounds = upperCanvasEl.getBoundingClientRect(), boundsWidth = bounds.width || 0, boundsHeight = bounds.height || 0, cssScale;\n if (!boundsWidth || !boundsHeight) {\n if (\"top\" in bounds && \"bottom\" in bounds) {\n boundsHeight = Math.abs(bounds.top - bounds.bottom);\n }\n if (\"right\" in bounds && \"left\" in bounds) {\n boundsWidth = Math.abs(bounds.right - bounds.left);\n }\n }\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = {\n width: 1,\n height: 1\n };\n } else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */ _createUpperCanvas: function() {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, \"\"), lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = \"\";\n } else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, \"upper-canvas \" + lowerCanvasClass);\n this.wrapperEl.appendChild(upperCanvasEl);\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext(\"2d\");\n },\n /**\n * Returns context of top canvas where interactions are drawn\n * @returns {CanvasRenderingContext2D}\n */ getTopContext: function() {\n return this.contextTop;\n },\n /**\n * @private\n */ _createCacheCanvas: function() {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute(\"width\", this.width);\n this.cacheCanvasEl.setAttribute(\"height\", this.height);\n this.contextCache = this.cacheCanvasEl.getContext(\"2d\");\n },\n /**\n * @private\n */ _initWrapperElement: function() {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, \"div\", {\n \"class\": this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + \"px\",\n height: this.height + \"px\",\n position: \"relative\"\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */ _applyCanvasStyle: function(element) {\n var width = this.width || element.width, height = this.height || element.height;\n fabric.util.setStyle(element, {\n position: \"absolute\",\n width: width + \"px\",\n height: height + \"px\",\n left: 0,\n top: 0,\n \"touch-action\": this.allowTouchScrolling ? \"manipulation\" : \"none\",\n \"-ms-touch-action\": this.allowTouchScrolling ? \"manipulation\" : \"none\"\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */ _copyCanvasStyle: function(fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */ getSelectionContext: function() {\n return this.contextTop;\n },\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */ getSelectionElement: function() {\n return this.upperCanvasEl;\n },\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */ getActiveObject: function() {\n return this._activeObject;\n },\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */ getActiveObjects: function() {\n var active = this._activeObject;\n if (active) {\n if (active.type === \"activeSelection\" && active._objects) {\n return active._objects.slice(0);\n } else {\n return [\n active\n ];\n }\n }\n return [];\n },\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */ _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire(\"before:selection:cleared\", {\n target: obj\n });\n this._discardActiveObject();\n this.fire(\"selection:cleared\", {\n target: obj\n });\n obj.fire(\"deselected\");\n }\n if (obj === this._hoveredTarget) {\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper(\"_onObjectRemoved\", obj);\n },\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */ _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(), added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire(\"deselected\", {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire(\"selected\", {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire(\"selection:updated\", {\n e: e,\n selected: added,\n deselected: removed\n });\n } else if (objects.length > 0) {\n this.fire(\"selection:created\", {\n e: e,\n selected: added\n });\n } else if (oldObjects.length > 0) {\n this.fire(\"selection:cleared\", {\n e: e,\n deselected: removed\n });\n }\n },\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ setActiveObject: function(object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */ _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({\n e: e\n })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */ _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({\n e: e,\n object: object\n })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ discardActiveObject: function(e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire(\"before:selection:cleared\", {\n target: activeObject,\n e: e\n });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ dispose: function() {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n [\n \"upperCanvasEl\",\n \"cacheCanvasEl\"\n ].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ clear: function() {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper(\"clear\");\n },\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */ drawControls: function(ctx) {\n var activeObject = this._activeObject;\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n /**\n * @private\n */ _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance), object = this.callSuper(\"_toObject\", instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */ _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === \"activeSelection\" && this._activeObject === instance.group) {\n var layoutProps = [\n \"angle\",\n \"flipX\",\n \"flipY\",\n \"left\",\n \"scaleX\",\n \"scaleY\",\n \"skewX\",\n \"skewY\",\n \"top\"\n ];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n } else {\n return null;\n }\n },\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */ _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n /**\n * @private\n */ _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper(\"_setSVGObject\", markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n setViewportTransform: function(vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for(var prop in fabric.StaticCanvas){\n if (prop !== \"prototype\") {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n(function() {\n var addListener = fabric.util.addListener, removeListener = fabric.util.removeListener, RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1, addEventOptions = {\n passive: false\n };\n function checkClick(e, value) {\n return e.button && e.button === value - 1;\n }\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */ mainTouchId: null,\n /**\n * Adds mouse listeners to canvas\n * @private\n */ _initEventListeners: function() {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, \"add\");\n },\n /**\n * return an event prefix pointer or mouse.\n * @private\n */ _getEventPrefix: function() {\n return this.enablePointerEvents ? \"pointer\" : \"mouse\";\n },\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, \"resize\", this._onResize);\n functor(canvasElement, eventTypePrefix + \"down\", this._onMouseDown);\n functor(canvasElement, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + \"out\", this._onMouseOut);\n functor(canvasElement, eventTypePrefix + \"enter\", this._onMouseEnter);\n functor(canvasElement, \"wheel\", this._onMouseWheel);\n functor(canvasElement, \"contextmenu\", this._onContextMenu);\n functor(canvasElement, \"dblclick\", this._onDoubleClick);\n functor(canvasElement, \"dragover\", this._onDragOver);\n functor(canvasElement, \"dragenter\", this._onDragEnter);\n functor(canvasElement, \"dragleave\", this._onDragLeave);\n functor(canvasElement, \"drop\", this._onDrop);\n if (!this.enablePointerEvents) {\n functor(canvasElement, \"touchstart\", this._onTouchStart, addEventOptions);\n }\n if (typeof eventjs !== \"undefined\" && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, \"gesture\", this._onGesture);\n eventjs[eventjsFunctor](canvasElement, \"drag\", this._onDrag);\n eventjs[eventjsFunctor](canvasElement, \"orientation\", this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, \"shake\", this._onShake);\n eventjs[eventjsFunctor](canvasElement, \"longpress\", this._onLongPress);\n }\n },\n /**\n * Removes all event listeners\n */ removeListeners: function() {\n this.addOrRemove(removeListener, \"remove\");\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + \"up\", this._onMouseUp);\n removeListener(fabric.document, \"touchend\", this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n removeListener(fabric.document, \"touchmove\", this._onMouseMove, addEventOptions);\n },\n /**\n * @private\n */ _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, \"dragenter\");\n this._onDragLeave = this._simpleEventHandler.bind(this, \"dragleave\");\n this._onDrop = this._onDrop.bind(this);\n this.eventsBound = true;\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */ _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */ _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */ _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire(\"mouse:out\", {\n target: target,\n e: e\n });\n this._hoveredTarget = null;\n target && target.fire(\"mouseout\", {\n e: e\n });\n var _this = this;\n this._hoveredTargets.forEach(function(_target) {\n _this.fire(\"mouse:out\", {\n target: target,\n e: e\n });\n _target && target.fire(\"mouseout\", {\n e: e\n });\n });\n this._hoveredTargets = [];\n if (this._iTextInstances) {\n this._iTextInstances.forEach(function(obj) {\n if (obj.isEditing) {\n obj.hiddenTextarea.focus();\n }\n });\n }\n },\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */ _onMouseEnter: function(e) {\n // This find target and consequent 'mouse:over' is used to\n // clear old instances on hovered target.\n // calling findTarget has the side effect of killing target.__corner.\n // as a short term fix we are not firing this if we are currently transforming.\n // as a long term fix we need to separate the action of finding a target with the\n // side effects we added to it.\n if (!this._currentTransform && !this.findTarget(e)) {\n this.fire(\"mouse:over\", {\n target: null,\n e: e\n });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */ _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */ _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */ _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */ _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler(\"dragover\", e);\n this._fireEnterLeaveEvents(target, e);\n },\n /**\n * `drop:before` is a an event that allow you to schedule logic\n * before the `drop` event. Prefer `drop` event always, but if you need\n * to run some drop-disabling logic on an event, since there is no way\n * to handle event handlers ordering, use `drop:before`\n * @param {Event} e\n */ _onDrop: function(e) {\n this._simpleEventHandler(\"drop:before\", e);\n return this._simpleEventHandler(\"drop\", e);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onContextMenu: function(e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onDoubleClick: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, \"dblclick\");\n this._resetTransformEventData(e);\n },\n /**\n * Return a the id of an event.\n * returns either the pointerId or the identifier or 0 for the mouse event\n * @private\n * @param {Event} evt Event object\n */ getPointerId: function(evt) {\n var changedTouches = evt.changedTouches;\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n if (this.enablePointerEvents) {\n return evt.pointerId;\n }\n return -1;\n },\n /**\n * Determines if an event has the id of the event that is considered main\n * @private\n * @param {evt} event Event object\n */ _isMainEvent: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === \"touchend\" && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, \"touchend\", this._onTouchEnd, addEventOptions);\n addListener(fabric.document, \"touchmove\", this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + \"down\", this._onMouseDown);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onMouseDown: function(e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + \"up\", this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, \"touchend\", this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, \"touchmove\", this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + \"down\", _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */ _onMouseUp: function(e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + \"up\", this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n }\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */ _onMouseMove: function(e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n /**\n * @private\n */ _onResize: function() {\n this.calcOffset();\n },\n /**\n * Decides whether the canvas should be redrawn in mouseup and mousedown events.\n * @private\n * @param {Object} target\n */ _shouldRender: function(target) {\n var activeObject = this._activeObject;\n if (!!activeObject !== !!target || activeObject && target && activeObject !== target) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n } else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\n },\n /**\n * Method that defines the actions when mouse is released on canvas.\n * The method resets the currentTransform parameters, store the image corner\n * position in the image object and render the canvas on top.\n * @private\n * @param {Event} e Event object fired on mouseup\n */ __onMouseUp: function(e) {\n var target, transform = this._currentTransform, groupSelector = this._groupSelector, shouldRender = false, isClick = !groupSelector || groupSelector.left === 0 && groupSelector.top === 0;\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, \"up:before\");\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, \"up\", RIGHT_CLICK, isClick);\n }\n return;\n }\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, \"up\", MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\n return;\n }\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this._onMouseUpInDrawingMode(e);\n return;\n }\n if (!this._isMainEvent(e)) {\n return;\n }\n if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = this._shouldRender(target) || !targetWasActive && target === this._activeObject;\n }\n }\n var corner, pointer;\n if (target) {\n corner = target._findTargetCorner(this.getPointer(e, true), fabric.util.isTouchEvent(e));\n if (target.selectable && target !== this._activeObject && target.activeOn === \"up\") {\n this.setActiveObject(target, e);\n shouldRender = true;\n } else {\n var control = target.controls[corner], mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n pointer = this.getPointer(e);\n mouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n }\n target.isMoving = false;\n }\n // if we are ending up a transform on a different control or a new object\n // fire the original mouse up from the corner that started the transform\n if (transform && (transform.target !== target || transform.corner !== corner)) {\n var originalControl = transform.target && transform.target.controls[transform.corner], originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, target, control);\n pointer = pointer || this.getPointer(e);\n originalMouseUpHandler && originalMouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, \"up\", LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n } else if (!isClick) {\n this.renderTop();\n }\n },\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */ _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e), targets = this.targets, options = {\n e: e,\n target: target,\n subTargets: targets\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for(var i = 0; i < targets.length; i++){\n targets[i].fire(eventType, options);\n }\n return target;\n },\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */ _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target, targets = this.targets || [], options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === \"up\") {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire(\"mouse:\" + eventType, options);\n target && target.fire(\"mouse\" + eventType, options);\n for(var i = 0; i < targets.length; i++){\n targets[i].fire(\"mouse\" + eventType, options);\n }\n },\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */ _finalizeCurrentTransform: function(e) {\n var transform = this._currentTransform, target = transform.target, options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action\n };\n if (target._scaling) {\n target._scaling = false;\n }\n target.setCoords();\n if (transform.actionPerformed || this.stateful && target.hasStateChanged()) {\n this._fire(\"modified\", options);\n }\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, {\n e: e,\n pointer: pointer\n });\n this._handleEvent(e, \"down\");\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */ _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, {\n e: e,\n pointer: pointer\n });\n }\n this.setCursor(this.freeDrawingCursor);\n this._handleEvent(e, \"move\");\n },\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */ _onMouseUpInDrawingMode: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({\n e: e,\n pointer: pointer\n });\n this._handleEvent(e, \"up\");\n },\n /**\n * Method that defines the actions when mouse is clicked on canvas.\n * The method inits the currentTransform parameters and renders all the\n * canvas so the current image can be placed on the top canvas and the rest\n * in on the container one.\n * @private\n * @param {Event} e Event object fired on mousedown\n */ __onMouseDown: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, \"down:before\");\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, \"down\", RIGHT_CLICK);\n }\n return;\n }\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, \"down\", MIDDLE_CLICK);\n }\n return;\n }\n if (this.isDrawingMode) {\n this._onMouseDownInDrawingMode(e);\n return;\n }\n if (!this._isMainEvent(e)) {\n return;\n }\n // ignore if some object is being transformed at this moment\n if (this._currentTransform) {\n return;\n }\n var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target), shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n } else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n if (this.selection && (!target || !target.selectable && !target.isEditing && target !== this._activeObject)) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === \"down\") {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(this.getPointer(e, true), fabric.util.isTouchEvent(e));\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner], pointer = this.getPointer(e), mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, \"down\");\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n /**\n * reset cache form common information needed during event processing\n * @private\n */ _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\n },\n /**\n * Cache common information needed during event processing\n * @private\n * @param {Event} e Event object fired on event\n */ _cacheTransformEventData: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n /**\n * @private\n */ _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire(\"before:transform\", {\n e: e,\n transform: t\n });\n },\n /**\n * Method that defines the actions when mouse is hovering the canvas.\n * The currentTransform parameter will define whether the user is rotating/scaling/translating\n * an image or neither of them (only hovering). A group selection is also possible and would cancel\n * all any other type of action.\n * In case of an image transformation only the top canvas will be rendered.\n * @private\n * @param {Event} e Event object fired on mousemove\n */ __onMouseMove: function(e) {\n this._handleEvent(e, \"move:before\");\n this._cacheTransformEventData(e);\n var target, pointer;\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n if (!this._isMainEvent(e)) {\n return;\n }\n var groupSelector = this._groupSelector;\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n this.renderTop();\n } else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n } else {\n this._transformObject(e);\n }\n this._handleEvent(e, \"move\");\n this._resetTransformEventData();\n },\n /**\n * Manage the mouseout, mouseover events for the fabric object on the canvas\n * @param {Fabric.Object} target the target where the target from the mousemove event\n * @param {Event} e Event object fired on mousemove\n * @private\n */ _fireOverOutEvents: function(target, e) {\n var _hoveredTarget = this._hoveredTarget, _hoveredTargets = this._hoveredTargets, targets = this.targets, length = Math.max(_hoveredTargets.length, targets.length);\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: \"mouseout\",\n canvasEvtOut: \"mouse:out\",\n evtIn: \"mouseover\",\n canvasEvtIn: \"mouse:over\"\n });\n for(var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: \"mouseout\",\n evtIn: \"mouseover\"\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n },\n /**\n * Manage the dragEnter, dragLeave events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the onDrag event\n * @param {Event} e Event object fired on ondrag\n * @private\n */ _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget, _hoveredTargets = this._hoveredTargets, targets = this.targets, length = Math.max(_hoveredTargets.length, targets.length);\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: \"dragleave\",\n evtIn: \"dragenter\"\n });\n for(var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: \"dragleave\",\n evtIn: \"dragenter\"\n });\n }\n this._draggedoverTarget = target;\n },\n /**\n * Manage the synthetic in/out events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the supported events\n * @param {Event} e Event object fired\n * @param {Object} config configuration for the function to work\n * @param {String} config.targetName property on the canvas where the old target is stored\n * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out\n * @param {String} config.evtOut name of the event to fire for out\n * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in\n * @param {String} config.evtIn name of the event to fire for in\n * @private\n */ fireSyntheticInOutEvents: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires, targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = {\n e: e,\n target: target,\n previousTarget: oldTarget\n };\n outOpt = {\n e: e,\n target: oldTarget,\n nextTarget: target\n };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */ __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, \"wheel\");\n this._resetTransformEventData();\n },\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */ _transformObject: function(e) {\n var pointer = this.getPointer(e), transform = this._currentTransform;\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n /**\n * @private\n */ _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x, y = pointer.y, action = transform.action, actionPerformed = false, actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\n if (action === \"drag\" && actionPerformed) {\n transform.target.isMoving = true;\n this.setCursor(transform.target.moveCursor || this.moveCursor);\n }\n transform.actionPerformed = transform.actionPerformed || actionPerformed;\n },\n /**\n * @private\n */ _fire: fabric.controlsUtils.fireEvent,\n /**\n * Sets the cursor depending on where the canvas is being hovered.\n * Note: very buggy in Opera\n * @param {Event} e Event object\n * @param {Object} target Object that the mouse is hovering, if so.\n */ _setCursorFromEvent: function(e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor, activeSelection = this._activeObject && this._activeObject.type === \"activeSelection\" ? this._activeObject : null, // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target)) && target._findTargetCorner(this.getPointer(e, true));\n if (!corner) {\n if (target.subTargetCheck) {\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target) {\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n } else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n /**\n * @private\n */ getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n(function() {\n var min = Math.min, max = Math.max;\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */ _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection && (activeObject !== target || activeObject.type === \"activeSelection\") && !target.onSelect({\n e: e\n });\n },\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */ _handleGrouping: function(e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === \"activeSelection\") {\n this._updateActiveSelection(target, e);\n } else {\n this._createActiveSelection(target, e);\n }\n },\n /**\n * @private\n */ _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject, currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n } else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n /**\n * @private\n */ _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n /**\n * @private\n * @param {Object} target\n */ _createGroup: function(target) {\n var objects = this._objects, isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target), groupObjects = isActiveLower ? [\n this._activeObject,\n target\n ] : [\n target,\n this._activeObject\n ];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n /**\n * @private\n * @param {Event} e mouse event\n */ _groupSelectedObjects: function(e) {\n var group = this._collectObjects(e), aGroup;\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n } else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n /**\n * @private\n */ _collectObjects: function(e) {\n var group = [], currentObject, x1 = this._groupSelector.ex, y1 = this._groupSelector.ey, x2 = x1 + this._groupSelector.left, y2 = y1 + this._groupSelector.top, selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)), selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)), allowIntersect = !this.selectionFullyContained, isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for(var i = this._objects.length; i--;){\n currentObject = this._objects[i];\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n if (allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true) || currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) || allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true) || allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true)) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({\n e: e\n });\n });\n }\n return group;\n },\n /**\n * @private\n */ _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n})();\n(function() {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */ toDataURL: function(options) {\n options || (options = {});\n var format = options.format || \"png\", quality = options.quality || 1, multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1), canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */ toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || {};\n var scaledWidth = (cropping.width || this.width) * multiplier, scaledHeight = (cropping.height || this.height) * multiplier, zoom = this.getZoom(), originalWidth = this.width, originalHeight = this.height, newZoom = zoom * multiplier, vp = this.viewportTransform, translateX = (vp[4] - (cropping.left || 0)) * multiplier, translateY = (vp[5] - (cropping.top || 0)) * multiplier, originalInteractive = this.interactive, newVp = [\n newZoom,\n 0,\n 0,\n newZoom,\n translateX,\n translateY\n ], originalRetina = this.enableRetinaScaling, canvasEl = fabric.util.createCanvasElement(), originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext(\"2d\"), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n }\n });\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */ loadFromJSON: function(json, callback, reviver) {\n if (!json) {\n return;\n }\n // serialize if it wasn't already\n var serialized = typeof json === \"string\" ? JSON.parse(json) : fabric.util.object.clone(json);\n var _this = this, clipPath = serialized.clipPath, renderOnAddRemove = this.renderOnAddRemove;\n this.renderOnAddRemove = false;\n delete serialized.clipPath;\n this._enlivenObjects(serialized.objects, function(enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function() {\n if (clipPath) {\n _this._enlivenObjects([\n clipPath\n ], function(enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n } else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */ __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */ _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n var cbIfLoaded = function() {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n this.__setBgOverlay(\"backgroundImage\", serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay(\"overlayImage\", serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay(\"backgroundColor\", serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay(\"overlayColor\", serialized.overlay, loaded, cbIfLoaded);\n },\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */ __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n if (property === \"backgroundImage\" || property === \"overlayImage\") {\n fabric.util.enlivenObjects([\n value\n ], function(enlivedObject) {\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n } else {\n this[\"set\" + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */ _enlivenObjects: function(objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */ _toDataURL: function(format, callback) {\n this.clone(function(clone) {\n callback(clone.toDataURL(format));\n });\n },\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */ _toDataURLWithMultiplier: function(format, multiplier, callback) {\n this.clone(function(clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */ clone: function(callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */ cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n el.width = this.width;\n el.height = this.height;\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n } else {\n callback && callback(clone);\n }\n }\n});\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, clone = fabric.util.object.clone, toFixed = fabric.util.toFixed, capitalize = fabric.util.string.capitalize, degreesToRadians = fabric.util.degreesToRadians, objectCaching = !fabric.isLikelyNode, ALIASING_LIMIT = 2;\n if (fabric.Object) {\n return;\n }\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */ fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */ type: \"object\",\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */ originX: \"left\",\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */ originY: \"top\",\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */ top: 0,\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */ left: 0,\n /**\n * Object width\n * @type Number\n * @default\n */ width: 0,\n /**\n * Object height\n * @type Number\n * @default\n */ height: 0,\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */ scaleX: 1,\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */ scaleY: 1,\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */ flipX: false,\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */ flipY: false,\n /**\n * Opacity of an object\n * @type Number\n * @default\n */ opacity: 1,\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */ angle: 0,\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */ skewX: 0,\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */ skewY: 0,\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */ cornerSize: 13,\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */ touchCornerSize: 24,\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */ transparentCorners: true,\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */ hoverCursor: null,\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */ moveCursor: null,\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */ padding: 0,\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */ borderColor: \"rgb(178,204,255)\",\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */ borderDashArray: null,\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */ cornerColor: \"rgb(178,204,255)\",\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */ cornerStrokeColor: null,\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */ cornerStyle: \"rect\",\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */ cornerDashArray: null,\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredScaling: false,\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredRotation: true,\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */ fill: \"rgb(0,0,0)\",\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */ fillRule: \"nonzero\",\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */ globalCompositeOperation: \"source-over\",\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */ backgroundColor: \"\",\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */ selectionBackgroundColor: \"\",\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */ stroke: null,\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */ strokeWidth: 1,\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */ strokeDashArray: null,\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */ strokeDashOffset: 0,\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */ strokeLineCap: \"butt\",\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */ strokeLineJoin: \"miter\",\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */ strokeMiterLimit: 4,\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */ shadow: null,\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */ borderOpacityWhenMoving: 0.4,\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */ borderScaleFactor: 1,\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */ minScaleLimit: 0,\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */ selectable: true,\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */ evented: true,\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */ visible: true,\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */ hasControls: true,\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */ hasBorders: true,\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */ perPixelTargetFind: false,\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */ includeDefaultValues: true,\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */ lockMovementX: false,\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */ lockMovementY: false,\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */ lockRotation: false,\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */ lockScalingX: false,\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */ lockScalingY: false,\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */ lockSkewingX: false,\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */ lockSkewingY: false,\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */ lockScalingFlip: false,\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */ excludeFromExport: false,\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */ objectCaching: objectCaching,\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */ statefullCache: false,\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */ noScaleCache: true,\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * this Property does not work on Text classes or drawing call that uses strokeText,fillText methods\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */ strokeUniform: false,\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */ dirty: true,\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */ __corner: 0,\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */ paintFirst: \"fill\",\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */ activeOn: \"down\",\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: (\"top left width height scaleX scaleY flipX flipY originX originY transformMatrix \" + \"stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit \" + \"angle opacity fill globalCompositeOperation shadow visible backgroundColor \" + \"skewX skewY fillRule paintFirst clipPath strokeUniform\").split(\" \"),\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */ cacheProperties: (\"fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform\" + \" strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath\").split(\" \"),\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */ colorProperties: \"fill stroke backgroundColor\".split(\" \"),\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */ clipPath: undefined,\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */ inverted: false,\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */ absolutePositioned: false,\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */ _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext(\"2d\");\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */ _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal, width = dims.width, height = dims.height, max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal), capValue = fabric.util.capValue, x = capValue(min, limitedDims.x, max), y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */ _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(), // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0), neededX = dim.x * objectScale.scaleX / this.scaleX, neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */ _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target, action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === \"scale\") {\n return false;\n }\n }\n var canvas = this._cacheCanvas, dims = this._limitCacheSize(this._getCacheCanvasDimensions()), minCacheSize = fabric.minCacheSideLimit, width = dims.width, height = dims.height, drawingWidth, drawingHeight, zoomX = dims.zoomX, zoomY = dims.zoomY, dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight, zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY, shouldRedraw = dimensionsChanged || zoomChanged, additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width, canvasHeight = this._cacheCanvas.height, sizeGrowing = width > canvasWidth || height > canvasHeight, sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) && canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n } else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */ setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, \"fill\");\n this._initGradient(options.stroke, \"stroke\");\n this._initPattern(options.fill, \"fill\");\n this._initPattern(options.stroke, \"stroke\");\n },\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */ transform: function(ctx) {\n var needFullTransform = this.group && !this.group._transformDone || this.group && this.canvas && ctx === this.canvas.contextTop;\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS, object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: this.fill && this.fill.toObject ? this.fill.toObject() : this.fill,\n stroke: this.stroke && this.stroke.toObject ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: this.shadow && this.shadow.toObject ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS)\n };\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n return object;\n },\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n /**\n * @private\n * @param {Object} object\n */ _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype, stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === \"left\" || prop === \"top\") {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n // basically a check for [] === []\n if (Array.isArray(object[prop]) && Array.isArray(prototype[prop]) && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n return object;\n },\n /**\n * Returns a string representation of an instance\n * @return {String}\n */ toString: function() {\n return \"#\";\n },\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */ getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return {\n scaleX: Math.abs(options.scaleX),\n scaleY: Math.abs(options.scaleY)\n };\n },\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */ getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return {\n scaleX: scaleX,\n scaleY: scaleY\n };\n },\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */ getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */ _set: function(key, value) {\n var shouldConstrainValue = key === \"scaleX\" || key === \"scaleY\", isChanged = this[key] !== value, groupNeedsUpdate = false;\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === \"scaleX\" && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n } else if (key === \"scaleY\" && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n } else if (key === \"shadow\" && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n } else if (key === \"dirty\" && this.group) {\n this.group.set(\"dirty\", value);\n }\n this[key] = value;\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set(\"dirty\", true);\n } else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set(\"dirty\", true);\n }\n }\n return this;\n },\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */ setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */ getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */ isNotVisible: function() {\n return this.opacity === 0 || !this.width && !this.height && this.strokeWidth === 0 || !this.visible;\n },\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n } else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({\n propertySet: \"cacheProperties\"\n });\n }\n }\n ctx.restore();\n },\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas || !this._cacheContext) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({\n propertySet: \"cacheProperties\"\n });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */ _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this._cacheContext = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */ hasStroke: function() {\n return this.stroke && this.stroke !== \"transparent\" && this.strokeWidth !== 0;\n },\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */ hasFill: function() {\n return this.fill && this.fill !== \"transparent\";\n },\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */ needsItsOwnCache: function() {\n if (this.paintFirst === \"stroke\" && this.hasFill() && this.hasStroke() && typeof this.shadow === \"object\") {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */ shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || this.objectCaching && (!this.group || !this.group.isOnACache());\n return this.ownCaching;\n },\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */ willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Object} clipPath\n */ drawClipPathOnCache: function(ctx, clipPath) {\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (clipPath.inverted) {\n ctx.globalCompositeOperation = \"destination-out\";\n } else {\n ctx.globalCompositeOperation = \"destination-in\";\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (clipPath.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n clipPath.transform(ctx);\n ctx.scale(1 / clipPath.zoomX, 1 / clipPath.zoomY);\n ctx.drawImage(clipPath._cacheCanvas, -clipPath.cacheTranslationX, -clipPath.cacheTranslationY);\n ctx.restore();\n },\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = \"black\";\n this.stroke = \"\";\n this._setClippingProperties(ctx);\n } else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx, this.clipPath);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n /**\n * Prepare clipPath state and cache and draw it on instance's cache\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */ _drawClipPath: function(ctx, clipPath) {\n if (!clipPath) {\n return;\n }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n clipPath.canvas = this.canvas;\n clipPath.shouldCache();\n clipPath._transformDone = true;\n clipPath.renderCache({\n forClipping: true\n });\n this.drawClipPathOnCache(ctx, clipPath);\n },\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */ isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && this._cacheContext && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n } else {\n if (this.dirty || this.clipPath && this.clipPath.absolutePositioned || this.statefullCache && this.hasStateChanged(\"cacheProperties\")) {\n if (this._cacheCanvas && this._cacheContext && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n ctx.fillRect(-dim.x / 2, -dim.y / 2, dim.x, dim.y);\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n } else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === \"percentage\" || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n } else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n } else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n } else {\n ctx.fillStyle = fill;\n }\n }\n },\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = \"transparent\";\n ctx.fillStyle = \"#000000\";\n },\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */ _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n /**\n * Renders controls and borders for the object\n * the context here is not transformed\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */ _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(), matrix = this.calcTransformMatrix(), options, drawBorders, drawControls;\n styleOverride = styleOverride || {};\n drawBorders = typeof styleOverride.hasBorders !== \"undefined\" ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== \"undefined\" ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n if (this.flipX) {\n options.angle -= 180;\n }\n ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n } else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n var shadow = this.shadow, canvas = this.canvas, scaling, multX = canvas && canvas.viewportTransform[0] || 1, multY = canvas && canvas.viewportTransform[3] || 1;\n if (shadow.nonScaling) {\n scaling = {\n scaleX: 1,\n scaleY: 1\n };\n } else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant * (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n ctx.shadowColor = \"\";\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */ _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return {\n offsetX: 0,\n offsetY: 0\n };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0, offsetY = -this.height / 2 + filler.offsetY || 0;\n if (filler.gradientUnits === \"percentage\") {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n } else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return {\n offsetX: offsetX,\n offsetY: offsetY\n };\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === \"stroke\") {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n } else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function() {},\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === \"evenodd\") {\n ctx.fill(\"evenodd\");\n } else {\n ctx.fill();\n }\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n } else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */ _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()), pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(), width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext(\"2d\");\n pCtx.beginPath();\n pCtx.moveTo(0, 0);\n pCtx.lineTo(width, 0);\n pCtx.lineTo(width, height);\n pCtx.lineTo(0, height);\n pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(dims.zoomX / this.scaleX / retinaScaling, dims.zoomY / this.scaleY / retinaScaling);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(retinaScaling * this.scaleX / dims.zoomX, retinaScaling * this.scaleY / dims.zoomY);\n ctx.strokeStyle = pCtx.createPattern(pCanvas, \"no-repeat\");\n },\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */ _findCenterFromElement: function() {\n return {\n x: this.left + this.width / 2,\n y: this.top + this.height / 2\n };\n },\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */ _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set(\"scaleX\", options.scaleX);\n this.set(\"scaleY\", options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */ _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, \"center\", \"center\");\n },\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */ clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n } else {\n fabric.Object._fromObject(\"Object\", objectForm, callback);\n }\n },\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */ cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */ toCanvasElement: function(options) {\n options || (options = {});\n var utils = fabric.util, origParams = utils.saveObjectTransform(this), originalGroup = this.group, originalShadow = this.shadow, abs = Math.abs, multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n var el = fabric.util.createCanvasElement(), // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true), shadow = this.shadow, scaling, shadowOffset = {\n x: 0,\n y: 0\n }, shadowBlur, width, height;\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = {\n scaleX: 1,\n scaleY: 1\n };\n } else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * abs(scaling.scaleX);\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * abs(scaling.scaleY);\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false\n });\n if (options.format === \"jpeg\") {\n canvas.backgroundColor = \"#fff\";\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), \"center\", \"center\");\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set(\"canvas\", originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n return canvasEl;\n },\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */ toDataURL: function(options) {\n options || (options = {});\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || \"png\", options.quality || 1);\n },\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */ isType: function(type) {\n return arguments.length > 1 ? Array.from(arguments).includes(this.type) : this.type === type;\n },\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */ complexity: function() {\n return 1;\n },\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */ toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */ rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== \"center\" || this.originY !== \"center\") && this.centeredRotation;\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n this.set(\"angle\", angle);\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n return this;\n },\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ centerH: function() {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ viewportCenterH: function() {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ centerV: function() {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ viewportCenterV: function() {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ center: function() {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ viewportCenter: function() {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */ getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y), objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */ _setupCompositeOperation: function(ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n },\n /**\n * cancel instance's running animations\n * override if necessary to dispose artifacts such as `clipPath`\n */ dispose: function() {\n if (fabric.runningAnimations) {\n fabric.runningAnimations.cancelByTarget(this);\n }\n }\n });\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n extend(fabric.Object.prototype, fabric.Observable);\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */ fabric.Object.NUM_FRACTION_DIGITS = 2;\n /**\n * Defines which properties should be enlivened from the object passed to {@link fabric.Object._fromObject}\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type string[]\n */ fabric.Object.ENLIVEN_PROPS = [\n \"clipPath\"\n ];\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([\n object.fill,\n object.stroke\n ], function(patterns) {\n if (typeof patterns[0] !== \"undefined\") {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== \"undefined\") {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjectEnlivables(object, object, function() {\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */ fabric.Object.__uid = 0;\n})( true ? exports : 0);\n(function() {\n var degreesToRadians = fabric.util.degreesToRadians, originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n }, originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x, y = point.y, offsetX, offsetY, dim;\n if (typeof fromOriginX === \"string\") {\n fromOriginX = originXOffset[fromOriginX];\n } else {\n fromOriginX -= 0.5;\n }\n if (typeof toOriginX === \"string\") {\n toOriginX = originXOffset[toOriginX];\n } else {\n toOriginX -= 0.5;\n }\n offsetX = toOriginX - fromOriginX;\n if (typeof fromOriginY === \"string\") {\n fromOriginY = originYOffset[fromOriginY];\n } else {\n fromOriginY -= 0.5;\n }\n if (typeof toOriginY === \"string\") {\n toOriginY = originYOffset[toOriginY];\n } else {\n toOriginY -= 0.5;\n }\n offsetY = toOriginY - fromOriginY;\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n return new fabric.Point(x, y);\n },\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, \"center\", \"center\");\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, \"center\", \"center\", originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */ getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */ // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(), p, p2;\n if (typeof originX !== \"undefined\" && typeof originY !== \"undefined\") {\n p = this.translateToGivenOrigin(center, \"center\", \"center\", originX, originY);\n } else {\n p = new fabric.Point(this.left, this.top);\n }\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */ // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */ setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY), position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set(\"left\", position.x);\n this.set(\"top\", position.y);\n },\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */ adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle), hypotFull = this.getScaledWidth(), xFull = fabric.util.cos(angle) * hypotFull, yFull = fabric.util.sin(angle) * hypotFull, offsetFrom, offsetTo;\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === \"string\") {\n offsetFrom = originXOffset[this.originX];\n } else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === \"string\") {\n offsetTo = originXOffset[to];\n } else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */ _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n var center = this.getCenterPoint();\n this.originX = \"center\";\n this.originY = \"center\";\n this.left = center.x;\n this.top = center.y;\n },\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */ _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(this.getCenterPoint(), this._originalOriginX, this._originalOriginY);\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n this.left = originPoint.x;\n this.top = originPoint.y;\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n /**\n * @private\n */ _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), \"left\", \"top\");\n }\n });\n})();\n(function() {\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n var util = fabric.util, degreesToRadians = util.degreesToRadians, multiplyMatrices = util.multiplyTransformMatrices, transformPoint = util.transformPoint;\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */ oCoords: null,\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */ aCoords: null,\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords.\n * @memberOf fabric.Object.prototype\n */ lineCoords: null,\n /**\n * storage for object transform matrix\n */ ownMatrixCache: null,\n /**\n * storage for object full transform matrix\n */ matrixCache: null,\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */ controls: {},\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */ _getCoords: function(absolute, calculate) {\n if (calculate) {\n return absolute ? this.calcACoords() : this.calcLineCoords();\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return absolute ? this.aCoords : this.lineCoords;\n },\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */ getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */ intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate), intersection = fabric.Intersection.intersectPolygonRectangle(coords, pointTL, pointBR);\n return intersection.status === \"Intersection\";\n },\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */ intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(this.getCoords(absolute, calculate), other.getCoords(absolute, calculate));\n return intersection.status === \"Intersection\" || other.isContainedWithinObject(this, absolute, calculate) || this.isContainedWithinObject(other, absolute, calculate);\n },\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */ isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate), otherCoords = absolute ? other.aCoords : other.lineCoords, i = 0, lines = other._getImageLines(otherCoords);\n for(; i < 4; i++){\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */ isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n return boundingRect.left >= pointTL.x && boundingRect.left + boundingRect.width <= pointBR.x && boundingRect.top >= pointTL.y && boundingRect.top + boundingRect.height <= pointBR.y;\n },\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */ containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate), lines = lines || this._getImageLines(coords), xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return xPoints !== 0 && xPoints % 2 === 1;\n },\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */ isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x && point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */ _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = {\n x: (pointTL.x + pointBR.x) / 2,\n y: (pointTL.y + pointBR.y) / 2\n };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */ isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) && (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */ _getImageLines: function(oCoords) {\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n return lines;\n },\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */ // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, xcount = 0, iLine;\n for(var lineKey in lines){\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if (iLine.o.y < point.y && iLine.d.y < point.y) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if (iLine.o.y >= point.y && iLine.d.y >= point.y) {\n continue;\n }\n // optimisation 3: vertical line case\n if (iLine.o.x === iLine.d.x && iLine.o.x >= point.x) {\n xi = iLine.o.x;\n // yi = point.y;\n } else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */ getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */ getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */ getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */ _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n } else {\n return this.minScaleLimit;\n }\n } else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */ scale: function(value) {\n this._set(\"scaleX\", value);\n this._set(\"scaleY\", value);\n return this.setCoords();\n },\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */ scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */ scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(), padding = this.padding, angle = degreesToRadians(this.angle), cos = util.cos(angle), sin = util.sin(angle), cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP, cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt)\n };\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n return lineCoords;\n },\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(), translateMatrix = this._calcTranslateMatrix(), vpt = this.getViewportTransform(), startMatrix = multiplyMatrices(vpt, translateMatrix), finalMatrix = multiplyMatrices(startMatrix, rotateMatrix), finalMatrix = multiplyMatrices(finalMatrix, [\n 1 / vpt[0],\n 0,\n 0,\n 1 / vpt[3],\n 0,\n 0\n ]), dim = this._calculateCurrentDimensions(), coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(), translateMatrix = this._calcTranslateMatrix(), finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix), dim = this._getTransformedDimensions(), w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({\n x: -w,\n y: -h\n }, finalMatrix),\n tr: transformPoint({\n x: w,\n y: -h\n }, finalMatrix),\n bl: transformPoint({\n x: -w,\n y: h\n }, finalMatrix),\n br: transformPoint({\n x: w,\n y: h\n }, finalMatrix)\n };\n },\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}\n *\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */ setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */ _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */ _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [\n 1,\n 0,\n 0,\n 1,\n center.x,\n center.y\n ];\n },\n transformMatrixKey: function(skipGroup) {\n var sep = \"_\", prefix = \"\";\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n }\n ;\n return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY + sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY + sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */ calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */ calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(), options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */ _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth, w = this.width + strokeWidth, h = this.height + strokeWidth;\n return {\n x: w,\n y: h\n };\n },\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */ _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === \"undefined\") {\n skewX = this.skewX;\n }\n if (typeof skewY === \"undefined\") {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY, noSkew = skewX === 0 && skewY === 0;\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n } else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */ _finalizeDimensions: function(width, height) {\n return this.strokeUniform ? {\n x: width + this.strokeWidth,\n y: height + this.strokeWidth\n } : {\n x: width,\n y: height\n };\n },\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */ _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(), dim = this._getTransformedDimensions(), p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n }\n });\n})();\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */ sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n } else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */ bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n } else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */ sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n } else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */ bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n } else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */ moveTo: function(index) {\n if (this.group && this.group.type !== \"activeSelection\") {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n } else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n(function() {\n var extend = fabric.util.object.extend, originalSet = \"stateProperties\";\n /*\n Depends on `stateProperties`\n */ function saveProps(origin, destination, props) {\n var tmpObj = {}, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n extend(origin[destination], tmpObj, deep);\n }\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n } else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for(var i = 0, len = origValue.length; i < len; i++){\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n } else if (origValue && typeof origValue === \"object\") {\n var keys = Object.keys(origValue), key;\n if (!currentValue || typeof currentValue !== \"object\" || !firstPass && keys.length !== Object.keys(currentValue).length) {\n return false;\n }\n for(var i = 0, len = keys.length; i < len; i++){\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === \"canvas\" || key === \"group\") {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */ hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = \"_\" + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */ saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet, destination = \"_\" + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */ setupState: function(options) {\n options = options || {};\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this[\"_\" + propertySet] = {};\n this.saveState(options);\n return this;\n }\n });\n})();\n(function() {\n var degreesToRadians = fabric.util.degreesToRadians;\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */ _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || !this.canvas || this.canvas._activeObject !== this) {\n return false;\n }\n var ex = pointer.x, ey = pointer.y, xPoints, lines, keys = Object.keys(this.oCoords), j = keys.length - 1, i;\n this.__corner = 0;\n // cycle in reverse order so we pick first the one on top\n for(; j >= 0; j--){\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n xPoints = this._findCrossPoints({\n x: ex,\n y: ey\n }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */ forEachControl: function(fn) {\n for(var i in this.controls){\n fn(this.controls[i], i, this);\n }\n ;\n },\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */ _setCornerCoords: function() {\n var coords = this.oCoords;\n for(var control in coords){\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor || this.canvas && !this.canvas.interactive || this.canvas && this.canvas._activeObject !== this) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(), vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(), strokeWidth = this.borderScaleFactor, width = wh.x + strokeWidth, height = wh.y + strokeWidth, hasControls = typeof styleOverride.hasControls !== \"undefined\" ? styleOverride.hasControls : this.hasControls, shouldStroke = false;\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeRect(-width / 2, -height / 2, width, height);\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(control.x * width + control.offsetX, control.y * height + control.offsetY);\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options), strokeWidth = this.strokeWidth, strokeUniform = this.strokeUniform, borderScaleFactor = this.borderScaleFactor, width = bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor, height = bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(-width / 2, -height / 2, width, height);\n ctx.restore();\n return this;\n },\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n return this;\n },\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */ isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */ setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */ setControlsVisibility: function(options) {\n options || (options = {});\n for(var p in options){\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */ onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */ onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */ FX_DURATION: 500,\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */ fxCenterObjectH: function(object, callbacks) {\n callbacks = callbacks || {};\n var empty = function() {}, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this;\n return fabric.util.animate({\n target: this,\n startValue: object.left,\n endValue: this.getCenterPoint().x,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set(\"left\", value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */ fxCenterObjectV: function(object, callbacks) {\n callbacks = callbacks || {};\n var empty = function() {}, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this;\n return fabric.util.animate({\n target: this,\n startValue: object.top,\n endValue: this.getCenterPoint().y,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set(\"top\", value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */ fxRemove: function(object, callbacks) {\n callbacks = callbacks || {};\n var empty = function() {}, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this;\n return fabric.util.animate({\n target: this,\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set(\"opacity\", value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n _this.remove(object);\n onComplete();\n }\n });\n }\n});\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @return {fabric.AnimationContext | fabric.AnimationContext[]} animation context (or an array if passed multiple properties)\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */ animate: function() {\n if (arguments[0] && typeof arguments[0] === \"object\") {\n var propsToAnimate = [], prop, skipCallbacks, out = [];\n for(prop in arguments[0]){\n propsToAnimate.push(prop);\n }\n for(var i = 0, len = propsToAnimate.length; i < len; i++){\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n out.push(this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks));\n }\n return out;\n } else {\n return this._animate.apply(this, arguments);\n }\n },\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */ _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n to = to.toString();\n if (!options) {\n options = {};\n } else {\n options = fabric.util.object.clone(options);\n }\n if (~property.indexOf(\".\")) {\n propPair = property.split(\".\");\n }\n var propIsColor = _this.colorProperties.indexOf(property) > -1 || propPair && _this.colorProperties.indexOf(propPair[1]) > -1;\n var currentValue = propPair ? this.get(propPair[0])[propPair[1]] : this.get(property);\n if (!(\"from\" in options)) {\n options.from = currentValue;\n }\n if (!propIsColor) {\n if (~to.indexOf(\"=\")) {\n to = currentValue + parseFloat(to.replace(\"=\", \"\"));\n } else {\n to = parseFloat(to);\n }\n }\n var _options = {\n target: this,\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function(value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n } else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function(value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n } else {\n return fabric.util.animate(_options);\n }\n }\n});\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend;\n if (fabric.Rect) {\n fabric.warn(\"fabric.Rect is already defined\");\n return;\n }\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */ fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: fabric.Object.prototype.stateProperties.concat(\"rx\", \"ry\"),\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"rect\",\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */ rx: 0,\n /**\n * Vertical border radius\n * @type Number\n * @default\n */ ry: 0,\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"rx\", \"ry\"),\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(options) {\n this.callSuper(\"initialize\", options);\n this._initRxRy();\n },\n /**\n * Initializes rx/ry attributes\n * @private\n */ _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n } else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0, ry = this.ry ? Math.min(this.ry, this.height / 2) : 0, w = this.width, h = this.height, x = -this.width / 2, y = -this.height / 2, isRounded = rx !== 0 || ry !== 0, /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */ k = 1 - 0.5522847498;\n ctx.beginPath();\n ctx.moveTo(x + rx, y);\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n ctx.closePath();\n this._renderPaintInOrder(ctx);\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return this.callSuper(\"toObject\", [\n \"rx\",\n \"ry\"\n ].concat(propertiesToInclude));\n }\n });\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */ fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject(\"Rect\", object, callback);\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, min = fabric.util.array.min, max = fabric.util.array.max, toFixed = fabric.util.toFixed, projectStrokeOnPoints = fabric.util.projectStrokeOnPoints;\n if (fabric.Polyline) {\n fabric.warn(\"fabric.Polyline is already defined\");\n return;\n }\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */ fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"polyline\",\n /**\n * Points array\n * @type Array\n * @default\n */ points: null,\n /**\n * WARNING: Feature in progress\n * Calculate the exact bounding box taking in account strokeWidth on acute angles\n * this will be turned to true by default on fabric 6.0\n * maybe will be left in as an optimization since calculations may be slow\n * @deprecated\n * @type Boolean\n * @default false\n */ exactBoundingBox: false,\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"points\"),\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */ initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper(\"initialize\", options);\n this._setPositionDimensions(options);\n },\n /**\n * @private\n */ _projectStrokeOnPoints: function() {\n return projectStrokeOnPoints(this.points, this, true);\n },\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop, correctSize = this.exactBoundingBox ? this.strokeWidth : 0;\n this.width = calcDim.width - correctSize;\n this.height = calcDim.height - correctSize;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin({\n // this looks bad, but is one way to keep it optional for now.\n x: calcDim.left - this.strokeWidth / 2 + correctSize / 2,\n y: calcDim.top - this.strokeWidth / 2 + correctSize / 2\n }, \"left\", \"top\", this.originX, this.originY);\n }\n if (typeof options.left === \"undefined\") {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === \"undefined\") {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2 + correctSize / 2,\n y: calcDim.top + this.height / 2 + correctSize / 2\n };\n },\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */ _calcDimensions: function() {\n var points = this.exactBoundingBox ? this._projectStrokeOnPoints() : this.points, minX = min(points, \"x\") || 0, minY = min(points, \"y\") || 0, maxX = max(points, \"x\") || 0, maxY = max(points, \"y\") || 0, width = maxX - minX, height = maxY - minY;\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return extend(this.callSuper(\"toObject\", propertiesToInclude), {\n points: this.points.concat()\n });\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ commonRender: function(ctx) {\n var point, len = this.points.length, x = this.pathOffset.x, y = this.pathOffset.y;\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for(var i = 0; i < len; i++){\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */ complexity: function() {\n return this.get(\"points\").length;\n }\n });\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */ fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject(\"Polyline\", object, callback, \"points\");\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), min = fabric.util.array.min, max = fabric.util.array.max, extend = fabric.util.object.extend, clone = fabric.util.object.clone, toFixed = fabric.util.toFixed;\n if (fabric.Path) {\n fabric.warn(\"fabric.Path is already defined\");\n return;\n }\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */ fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"path\",\n /**\n * Array of path points\n * @type Array\n * @default\n */ path: null,\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"path\", \"fillRule\"),\n stateProperties: fabric.Object.prototype.stateProperties.concat(\"path\"),\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */ initialize: function(path, options) {\n options = clone(options || {});\n delete options.path;\n this.callSuper(\"initialize\", options);\n this._setPath(path || [], options);\n },\n /**\n * @private\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n */ _setPath: function(path, options) {\n this.path = fabric.util.makePathSimpler(Array.isArray(path) ? path : fabric.util.parsePath(path));\n fabric.Polyline.prototype._setPositionDimensions.call(this, options || {});\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */ _renderPathCommands: function(ctx) {\n var current, subpathStartX = 0, subpathStartY = 0, x = 0, y = 0, controlX = 0, controlY = 0, l = -this.pathOffset.x, t = -this.pathOffset.y;\n ctx.beginPath();\n for(var i = 0, len = this.path.length; i < len; ++i){\n current = this.path[i];\n switch(current[0]){\n case \"L\":\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n case \"M\":\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n case \"C\":\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(current[1] + l, current[2] + t, controlX + l, controlY + t, x + l, y + t);\n break;\n case \"Q\":\n ctx.quadraticCurveTo(current[1] + l, current[2] + t, current[3] + l, current[4] + t);\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n case \"z\":\n case \"Z\":\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */ _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */ toString: function() {\n return \"#\";\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return extend(this.callSuper(\"toObject\", propertiesToInclude), {\n path: this.path.map(function(item) {\n return item.slice();\n })\n });\n },\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject([\n \"sourcePath\"\n ].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */ complexity: function() {\n return this.path.length;\n },\n /**\n * @private\n */ _calcDimensions: function() {\n var aX = [], aY = [], current, subpathStartX = 0, subpathStartY = 0, x = 0, y = 0, bounds;\n for(var i = 0, len = this.path.length; i < len; ++i){\n current = this.path[i];\n switch(current[0]){\n case \"L\":\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n case \"M\":\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n case \"C\":\n bounds = fabric.util.getBoundsOfCurve(x, y, current[1], current[2], current[3], current[4], current[5], current[6]);\n x = current[5];\n y = current[6];\n break;\n case \"Q\":\n bounds = fabric.util.getBoundsOfCurve(x, y, current[1], current[2], current[1], current[2], current[3], current[4]);\n x = current[3];\n y = current[4];\n break;\n case \"z\":\n case \"Z\":\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function(point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n var minX = min(aX) || 0, minY = min(aY) || 0, maxX = max(aX) || 0, maxY = max(aY) || 0, deltaX = maxX - minX, deltaY = maxY - minY;\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */ fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === \"string\") {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function(elements) {\n var path = elements[0];\n path.setOptions(object);\n callback && callback(path);\n });\n } else {\n fabric.Object._fromObject(\"Path\", object, callback, \"path\");\n }\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), min = fabric.util.array.min, max = fabric.util.array.max;\n if (fabric.Group) {\n return;\n }\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */ fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"group\",\n /**\n * Width of stroke\n * @type Number\n * @default\n */ strokeWidth: 0,\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */ subTargetCheck: false,\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */ cacheProperties: [],\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */ useSetOnGroup: false,\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */ initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper(\"initialize\", options);\n this._objects = objects || [];\n for(var i = this._objects.length; i--;){\n this._objects[i].group = this;\n }\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper(\"initialize\", options);\n } else {\n this._updateObjectsACoords();\n }\n this.setCoords();\n },\n /**\n * @private\n */ _updateObjectsACoords: function() {\n var skipControls = true;\n for(var i = this._objects.length; i--;){\n this._objects[i].setCoords(skipControls);\n }\n },\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */ _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for(var i = this._objects.length; i--;){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */ _updateObjectCoords: function(object, center) {\n var objectLeft = object.left, objectTop = object.top, skipControls = true;\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n /**\n * Returns string represenation of a group\n * @return {String}\n */ toString: function() {\n return \"#\";\n },\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */ addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set(\"canvas\", this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n } else {\n this.setCoords();\n }\n return this;\n },\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */ removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n /**\n * @private\n */ _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set(\"canvas\", this.canvas);\n },\n /**\n * @private\n */ _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n /**\n * @private\n */ _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while(i--){\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === \"canvas\") {\n while(i--){\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects.filter(function(obj) {\n return !obj.excludeFromExport;\n }).map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n } else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */ render: function(ctx) {\n this._transformDone = true;\n this.callSuper(\"render\", ctx);\n this._transformDone = false;\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */ shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for(var i = 0, len = this._objects.length; i < len; i++){\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */ willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for(var i = 0, len = this._objects.length; i < len; i++){\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */ isOnACache: function() {\n return this.ownCaching || this.group && this.group.isOnACache();\n },\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawObject: function(ctx) {\n for(var i = 0, len = this._objects.length; i < len; i++){\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx, this.clipPath);\n },\n /**\n * Check if cache is dirty\n */ isCacheDirty: function(skipCanvas) {\n if (this.callSuper(\"isCacheDirty\", skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for(var i = 0, len = this._objects.length; i < len; i++){\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */ _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */ destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set(\"dirty\", true);\n });\n return this._restoreObjectsState();\n },\n dispose: function() {\n this.callSuper(\"dispose\");\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n },\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */ toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = \"activeSelection\";\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */ ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */ setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n /**\n * @private\n */ _calcBounds: function(onlyWidthHeight) {\n var aX = [], aY = [], o, prop, coords, props = [\n \"tr\",\n \"br\",\n \"bl\",\n \"tl\"\n ], i = 0, iLen = this._objects.length, j, jLen = props.length;\n for(; i < iLen; ++i){\n o = this._objects[i];\n coords = o.calcACoords();\n for(j = 0; j < jLen; j++){\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n /**\n * @private\n */ _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)), maxXY = new fabric.Point(max(aX), max(aY)), top = minXY.y || 0, left = minXY.x || 0, width = maxXY.x - minXY.x || 0, height = maxXY.y - minXY.y || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({\n x: left,\n y: top\n }, \"left\", \"top\");\n }\n }\n });\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */ fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects, options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === \"string\") {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function(elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n group.set(options);\n callback && callback(group);\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function() {\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {});\n if (fabric.ActiveSelection) {\n return;\n }\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */ fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"activeSelection\",\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for(var i = this._objects.length; i--;){\n this._objects[i].group = this;\n }\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */ toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */ onDeselect: function() {\n this.destroy();\n return false;\n },\n /**\n * Returns string representation of a group\n * @return {String}\n */ toString: function() {\n return \"#\";\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */ shouldCache: function() {\n return false;\n },\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */ isOnACache: function() {\n return false;\n },\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */ _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper(\"_renderControls\", ctx, styleOverride);\n childrenOverride = childrenOverride || {};\n if (typeof childrenOverride.hasControls === \"undefined\") {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for(var i = 0, len = this._objects.length; i < len; i++){\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n }\n });\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */ fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var extend = fabric.util.object.extend;\n if (!global.fabric) {\n global.fabric = {};\n }\n if (global.fabric.Image) {\n fabric.warn(\"fabric.Image is already defined.\");\n return;\n }\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */ fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"image\",\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */ strokeWidth: 0,\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */ srcFromAttribute: false,\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */ _lastScaleX: 1,\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */ _lastScaleY: 1,\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */ _filterScalingX: 1,\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */ _filterScalingY: 1,\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */ minimumScaleTrigger: 0.5,\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: fabric.Object.prototype.stateProperties.concat(\"cropX\", \"cropY\"),\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */ cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"cropX\", \"cropY\"),\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */ cacheKey: \"\",\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */ cropX: 0,\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */ cropY: 0,\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */ imageSmoothing: true,\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */ initialize: function(element, options) {\n options || (options = {});\n this.filters = [];\n this.cacheKey = \"texture\" + fabric.Object.__uid++;\n this.callSuper(\"initialize\", options);\n this._initElement(element, options);\n },\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */ getElement: function() {\n return this._element || {};\n },\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */ setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + \"_filtered\");\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n /**\n * Delete a single texture if in webgl mode\n */ removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */ dispose: function() {\n this.callSuper(\"dispose\");\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + \"_filtered\");\n this._cacheContext = undefined;\n [\n \"_originalElement\",\n \"_element\",\n \"_filteredEl\",\n \"_cacheCanvas\"\n ].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */ getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */ getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var filters = [];\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(this.callSuper(\"toObject\", [\n \"cropX\",\n \"cropY\"\n ].concat(propertiesToInclude)), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */ hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */ getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n if (this.srcFromAttribute) {\n return element.getAttribute(\"src\");\n } else {\n return element.src;\n }\n } else {\n return this.src || \"\";\n }\n },\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */ setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */ toString: function() {\n return '#';\n },\n applyResizeFilters: function() {\n var filter = this.resizeFilter, minimumScale = this.minimumScaleTrigger, objectScale = this.getTotalObjectScaling(), scaleX = objectScale.scaleX, scaleY = objectScale.scaleY, elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set(\"dirty\", true);\n }\n if (!filter || scaleX > minimumScale && scaleY > minimumScale) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(), cacheKey = this._filteredEl ? this.cacheKey + \"_filtered\" : this.cacheKey, sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters([\n filter\n ], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */ applyFilters: function(filters) {\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) {\n return filter && !filter.isNeutralState();\n });\n this.set(\"dirty\", true);\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + \"_filtered\");\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n var imgElement = this._originalElement, sourceWidth = imgElement.naturalWidth || imgElement.width, sourceHeight = imgElement.naturalHeight || imgElement.height;\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n } else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext(\"2d\").clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width || this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */ shouldCache: function() {\n return this.needsItsOwnCache();\n },\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY, w = this.width, h = this.height, min = Math.min, max = Math.max, // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0), elWidth = elementToDraw.naturalWidth || elementToDraw.width, elHeight = elementToDraw.naturalHeight || elementToDraw.height, sX = cropX * scaleX, sY = cropY * scaleY, // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX), sH = min(h * scaleY, elHeight - sY), x = -w / 2, y = -h / 2, maxDestW = min(w, elWidth / scaleX - cropX), maxDestH = min(h, elHeight / scaleY - cropY);\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n /**\n * needed to check if image needs resize\n * @private\n */ _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY;\n },\n /**\n * @private\n */ _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */ _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n /**\n * @private\n * @param {Object} [options] Options object\n */ _initConfig: function(options) {\n options || (options = {});\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */ _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, \"fabric.Image.filters\");\n } else {\n callback && callback();\n }\n },\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */ _setWidthHeight: function(options) {\n options || (options = {});\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */ parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || \"\"), rWidth = this._element.width, rHeight = this._element.height, scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0, offset, pWidth = this.width, pHeight = this.height, parsedAttributes = {\n width: pWidth,\n height: pHeight\n };\n if (pAR && (pAR.alignX !== \"none\" || pAR.alignY !== \"none\")) {\n if (pAR.meetOrSlice === \"meet\") {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === \"Min\") {\n offsetLeft = -offset;\n }\n if (pAR.alignX === \"Max\") {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === \"Min\") {\n offsetTop = -offset;\n }\n if (pAR.alignY === \"Max\") {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === \"slice\") {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === \"Mid\") {\n cropX = offset / 2;\n }\n if (pAR.alignX === \"Max\") {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === \"Mid\") {\n cropY = offset / 2;\n }\n if (pAR.alignY === \"Max\") {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n } else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */ fabric.Image.CSS_CANVAS = \"canvas-img\";\n /**\n * Alias for getSrc\n * @static\n */ fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */ fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [\n object.resizeFilter\n ], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjectEnlivables(object, object, function() {\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */ fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n})( true ? exports : 0);\n(function() {\n \"use strict\";\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */ function testPrecision(gl, precision) {\n var fragmentSource = \"precision \" + precision + \" float;\\nvoid main(){}\";\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */ fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement(\"canvas\");\n var gl = canvas.getContext(\"webgl\") || canvas.getContext(\"experimental-webgl\");\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = [\n \"highp\",\n \"mediump\",\n \"lowp\"\n ];\n for(var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])) {\n fabric.webGlPrecision = precisions[i];\n break;\n }\n ;\n }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n fabric.WebglFilterBackend = WebglFilterBackend;\n /**\n * WebGL filter backend.\n */ function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n }\n ;\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n tileSize: 2048,\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/ resources: {},\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */ setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([\n 0,\n 0,\n 0,\n 1,\n 1,\n 0,\n 1,\n 1\n ]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */ chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== \"undefined\", canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n } catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== \"undefined\";\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== \"undefined\";\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n } else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */ createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n }, gl = canvas.getContext(\"webgl\", glOptions);\n if (!gl) {\n gl = canvas.getContext(\"experimental-webgl\", glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */ applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture || this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) {\n filter && filter.applyTo(pipelineState);\n });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext(\"2d\").setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n /**\n * Detach event listeners, remove references, and clean up caches.\n */ dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n /**\n * Wipe out WebGL-related caches.\n */ clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @returns {WebGLTexture}\n */ createTexture: function(gl, width, height, textureImageSource) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n } else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */ getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n } else {\n var texture = this.createTexture(this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */ evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n copyGLTo2D: copyGLTo2DDrawImage,\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */ captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = {\n renderer: \"\",\n vendor: \"\"\n };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension(\"WEBGL_debug_renderer_info\");\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n }\n };\n})();\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, width = targetCanvas.width, height = targetCanvas.height, dWidth = pipelineState.destinationWidth, dHeight = pipelineState.destinationHeight;\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */ function copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext(\"2d\");\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0, targetCanvas.width, targetCanvas.height);\n}\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */ function copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext(\"2d\"), dWidth = pipelineState.destinationWidth, dHeight = pipelineState.destinationHeight, numBytes = dWidth * dHeight * 4;\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n(function() {\n \"use strict\";\n var noop = function() {};\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n /**\n * Canvas 2D filter backend.\n */ function Canvas2dFilterBackend() {}\n ;\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/ resources: {},\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */ applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext(\"2d\");\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this\n };\n filters.forEach(function(filter) {\n filter.applyTo(pipelineState);\n });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n }\n };\n})();\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */ fabric.Image = fabric.Image || {};\nfabric.Image.filters = fabric.Image.filters || {};\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */ fabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"BaseFilter\",\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */ vertexSource: \"attribute vec2 aPosition;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vTexCoord = aPosition;\\n\" + \"gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n\" + \"}\",\n fragmentSource: \"precision highp float;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"void main() {\\n\" + \"gl_FragColor = texture2D(uTexture, vTexCoord);\\n\" + \"}\",\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */ setOptions: function(options) {\n for(var prop in options){\n this[prop] = options[prop];\n }\n },\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */ createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== \"highp\") {\n fragmentSource = fragmentSource.replace(/precision highp float/g, \"precision \" + fabric.webGlPrecision + \" float\");\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(// eslint-disable-next-line prefer-template\n \"Vertex shader compile error for \" + this.type + \": \" + gl.getShaderInfoLog(vertexShader));\n }\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(// eslint-disable-next-line prefer-template\n \"Fragment shader compile error for \" + this.type + \": \" + gl.getShaderInfoLog(fragmentShader));\n }\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(// eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' + gl.getProgramInfoLog(program));\n }\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || {};\n uniformLocations.uStepW = gl.getUniformLocation(program, \"uStepW\");\n uniformLocations.uStepH = gl.getUniformLocation(program, \"uStepH\");\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */ getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, \"aPosition\")\n };\n },\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */ getUniformLocations: function() {\n // in case i do not need any special uniform i need to return an empty object\n return {};\n },\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */ sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, options.targetTexture, 0);\n } else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/ isNeutralState: function() {\n var main = this.mainParameter, _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for(var i = _class[main].length; i--;){\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n } else {\n return _class[main] === this[main];\n }\n } else {\n return false;\n }\n },\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n } else {\n this.applyTo2d(options);\n }\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n } else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */ sendUniformData: function() {\n // Intentionally left blank. Override me in subclasses.\n },\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */ createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement(\"canvas\");\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n var object = {\n type: this.type\n }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */ toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"ColorMatrix\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"uniform mat4 uColorMatrix;\\n\" + \"uniform vec4 uConstants;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"color *= uColorMatrix;\\n\" + \"color += uConstants;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */ matrix: [\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n mainParameter: \"matrix\",\n /**\n * Lock the colormatrix on the color part, skipping alpha, mainly for non webgl scenario\n * to save some calculation\n * @type Boolean\n * @default true\n */ colorsOnly: true,\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n this.callSuper(\"initialize\", options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, iLen = data.length, m = this.matrix, r, g, b, a, i, colorsOnly = this.colorsOnly;\n for(i = 0; i < iLen; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n } else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, \"uColorMatrix\"),\n uConstants: gl.getUniformLocation(program, \"uConstants\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix, matrix = [\n m[0],\n m[1],\n m[2],\n m[3],\n m[5],\n m[6],\n m[7],\n m[8],\n m[10],\n m[11],\n m[12],\n m[13],\n m[15],\n m[16],\n m[17],\n m[18]\n ], constants = [\n m[4],\n m[9],\n m[14],\n m[19]\n ];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */ fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Brightness\",\n /**\n * Fragment source for the brightness program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uBrightness;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"color.rgb += uBrightness;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */ brightness: 0,\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"brightness\",\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData, data = imageData.data, i, len = data.length, brightness = Math.round(this.brightness * 255);\n for(i = 0; i < len; i += 4){\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, \"uBrightness\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */ fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Convolute\",\n /*\n * Opaque value (true/false)\n */ opaque: false,\n /*\n * matrix for the filter, max 9x9\n */ matrix: [\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0\n ],\n /**\n * Fragment source for the brightness program\n */ fragmentSource: {\n Convolute_3_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[9];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 3.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 3.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_3_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[9];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 3.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 3.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\",\n Convolute_5_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[25];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 5.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 5.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_5_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[25];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 5.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 5.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\",\n Convolute_7_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[49];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 7.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 7.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_7_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[49];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 7.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 7.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\",\n Convolute_9_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[81];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 9.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 9.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_9_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[81];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 9.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 9.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\"\n },\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */ /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + \"_\" + size + \"_\" + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, weights = this.matrix, side = Math.round(Math.sqrt(weights.length)), halfSide = Math.floor(side / 2), sw = imageData.width, sh = imageData.height, output = options.ctx.createImageData(sw, sh), dst = output.data, // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0, r, g, b, a, dstOff, scx, scy, srcOff, wt, x, y, cx, cy;\n for(y = 0; y < sh; y++){\n for(x = 0; x < sw; x++){\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0;\n g = 0;\n b = 0;\n a = 0;\n for(cy = 0; cy < side; cy++){\n for(cx = 0; cx < side; cx++){\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n } else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, \"uMatrix\"),\n uOpaque: gl.getUniformLocation(program, \"uOpaque\"),\n uHalfSize: gl.getUniformLocation(program, \"uHalfSize\"),\n uSize: gl.getUniformLocation(program, \"uSize\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return extend(this.callSuper(\"toObject\"), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */ fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Grayscale\",\n fragmentSource: {\n average: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"float average = (color.r + color.b + color.g) / 3.0;\\n\" + \"gl_FragColor = vec4(average, average, average, color.a);\\n\" + \"}\",\n lightness: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform int uMode;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 col = texture2D(uTexture, vTexCoord);\\n\" + \"float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n\" + \"gl_FragColor = vec4(average, average, average, col.a);\\n\" + \"}\",\n luminosity: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform int uMode;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 col = texture2D(uTexture, vTexCoord);\\n\" + \"float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n\" + \"gl_FragColor = vec4(average, average, average, col.a);\\n\" + \"}\"\n },\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */ mode: \"average\",\n mainParameter: \"mode\",\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, i, len = data.length, value, mode = this.mode;\n for(i = 0; i < len; i += 4){\n if (mode === \"average\") {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n } else if (mode === \"lightness\") {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) + Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n } else if (mode === \"luminosity\") {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var cacheKey = this.type + \"_\" + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, \"uMode\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/ isNeutralState: function() {\n return false;\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */ fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */ filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Invert\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform int uInvert;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"if (uInvert == 1) {\\n\" + \"gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n\" + \"} else {\\n\" + \"gl_FragColor = color;\\n\" + \"}\\n\" + \"}\",\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */ invert: true,\n mainParameter: \"invert\",\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, i, len = data.length;\n for(i = 0; i < len; i += 4){\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/ isNeutralState: function() {\n return !this.invert;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, \"uInvert\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */ fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Noise\",\n /**\n * Fragment source for the noise program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uStepH;\\n\" + \"uniform float uNoise;\\n\" + \"uniform float uSeed;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"float rand(vec2 co, float seed, float vScale) {\\n\" + \"return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n\" + \"}\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"noise\",\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */ noise: 0,\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData, data = imageData.data, i, len = data.length, noise = this.noise, rand;\n for(i = 0, len = data.length; i < len; i += 4){\n rand = (0.5 - Math.random()) * noise;\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, \"uNoise\"),\n uSeed: gl.getUniformLocation(program, \"uSeed\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return extend(this.callSuper(\"toObject\"), {\n noise: this.noise\n });\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */ fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Pixelate\",\n blocksize: 4,\n mainParameter: \"blocksize\",\n /**\n * Fragment source for the Pixelate program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uBlocksize;\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"float blockW = uBlocksize * uStepW;\\n\" + \"float blockH = uBlocksize * uStepW;\\n\" + \"int posX = int(vTexCoord.x / blockW);\\n\" + \"int posY = int(vTexCoord.y / blockH);\\n\" + \"float fposX = float(posX);\\n\" + \"float fposY = float(posY);\\n\" + \"vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n\" + \"vec4 color = texture2D(uTexture, squareCoords);\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, iLen = imageData.height, jLen = imageData.width, index, i, j, r, g, b, a, _i, _j, _iLen, _jLen;\n for(i = 0; i < iLen; i += this.blocksize){\n for(j = 0; j < jLen; j += this.blocksize){\n index = i * 4 * jLen + j * 4;\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for(_i = i; _i < _iLen; _i++){\n for(_j = j; _j < _jLen; _j++){\n index = _i * 4 * jLen + _j * 4;\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/ isNeutralState: function() {\n return this.blocksize === 1;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, \"uBlocksize\"),\n uStepW: gl.getUniformLocation(program, \"uStepW\"),\n uStepH: gl.getUniformLocation(program, \"uStepH\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */ fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"RemoveColor\",\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */ color: \"#FFFFFF\",\n /**\n * Fragment source for the brightness program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec4 uLow;\\n\" + \"uniform vec4 uHigh;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"gl_FragColor = texture2D(uTexture, vTexCoord);\\n\" + \"if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n\" + \"gl_FragColor.a = 0.0;\\n\" + \"}\\n\" + \"}\",\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/ distance: 0.02,\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/ useAlpha: false,\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */ /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, i, distance = this.distance * 255, r, g, b, source = new fabric.Color(this.color).getSource(), lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance\n ], highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance\n ];\n for(i = 0; i < data.length; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (r > lowC[0] && g > lowC[1] && b > lowC[2] && r < highC[0] && g < highC[1] && b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, \"uLow\"),\n uHigh: gl.getUniformLocation(program, \"uHigh\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(), distance = parseFloat(this.distance), lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ], highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return extend(this.callSuper(\"toObject\"), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */ fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n var matrices = {\n Brownie: [\n 0.59970,\n 0.34553,\n -0.27082,\n 0,\n 0.186,\n -0.03770,\n 0.86095,\n 0.15059,\n 0,\n -0.1449,\n 0.24113,\n -0.07441,\n 0.44972,\n 0,\n -0.02965,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Vintage: [\n 0.62793,\n 0.32021,\n -0.03965,\n 0,\n 0.03784,\n 0.02578,\n 0.64411,\n 0.03259,\n 0,\n 0.02926,\n 0.04660,\n -0.08512,\n 0.52416,\n 0,\n 0.02023,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Kodachrome: [\n 1.12855,\n -0.39673,\n -0.03992,\n 0,\n 0.24991,\n -0.16404,\n 1.08352,\n -0.05498,\n 0,\n 0.09698,\n -0.16786,\n -0.56034,\n 1.60148,\n 0,\n 0.13972,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Technicolor: [\n 1.91252,\n -0.85453,\n -0.09155,\n 0,\n 0.04624,\n -0.30878,\n 1.76589,\n -0.10601,\n 0,\n -0.27589,\n -0.23110,\n -0.75018,\n 1.84759,\n 0,\n 0.12137,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Polaroid: [\n 1.438,\n -0.062,\n -0.062,\n 0,\n 0,\n -0.122,\n 1.378,\n -0.122,\n 0,\n 0,\n -0.016,\n -0.016,\n 1.483,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Sepia: [\n 0.393,\n 0.769,\n 0.189,\n 0,\n 0,\n 0.349,\n 0.686,\n 0.168,\n 0,\n 0,\n 0.272,\n 0.534,\n 0.131,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n BlackWhite: [\n 1.5,\n 1.5,\n 1.5,\n 0,\n -1,\n 1.5,\n 1.5,\n 1.5,\n 0,\n -1,\n 1.5,\n 1.5,\n 1.5,\n 0,\n -1,\n 0,\n 0,\n 0,\n 1,\n 0\n ]\n };\n for(var key in matrices){\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: key,\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */ matrix: matrices[key],\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */ mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */ colorsOnly: true\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: \"BlendColor\",\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n * @type String\n * @default\n **/ color: \"#F95C63\",\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n * @type String\n * @default\n **/ mode: \"multiply\",\n /**\n * alpha value. represent the strength of the blend color operation.\n * @type Number\n * @default\n **/ alpha: 1,\n /**\n * Fragment source for the Multiply program\n */ fragmentSource: {\n multiply: \"gl_FragColor.rgb *= uColor.rgb;\\n\",\n screen: \"gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n\",\n add: \"gl_FragColor.rgb += uColor.rgb;\\n\",\n diff: \"gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n\",\n subtract: \"gl_FragColor.rgb -= uColor.rgb;\\n\",\n lighten: \"gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n\",\n darken: \"gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n\",\n exclusion: \"gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n\",\n overlay: \"if (uColor.r < 0.5) {\\n\" + \"gl_FragColor.r *= 2.0 * uColor.r;\\n\" + \"} else {\\n\" + \"gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n\" + \"}\\n\" + \"if (uColor.g < 0.5) {\\n\" + \"gl_FragColor.g *= 2.0 * uColor.g;\\n\" + \"} else {\\n\" + \"gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n\" + \"}\\n\" + \"if (uColor.b < 0.5) {\\n\" + \"gl_FragColor.b *= 2.0 * uColor.b;\\n\" + \"} else {\\n\" + \"gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n\" + \"}\\n\",\n tint: \"gl_FragColor.rgb *= (1.0 - uColor.a);\\n\" + \"gl_FragColor.rgb += uColor.rgb;\\n\"\n },\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */ buildSource: function(mode) {\n return \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec4 uColor;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"gl_FragColor = color;\\n\" + \"if (color.a > 0.0) {\\n\" + this.fragmentSource[mode] + \"}\\n\" + \"}\";\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var cacheKey = this.type + \"_\" + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, iLen = data.length, tr, tg, tb, r, g, b, source, alpha1 = 1 - this.alpha;\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n for(var i = 0; i < iLen; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n switch(this.mode){\n case \"multiply\":\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case \"screen\":\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case \"add\":\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case \"diff\":\n case \"difference\":\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case \"subtract\":\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case \"darken\":\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case \"lighten\":\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case \"overlay\":\n data[i] = tr < 128 ? 2 * r * tr / 255 : 255 - 2 * (255 - r) * (255 - tr) / 255;\n data[i + 1] = tg < 128 ? 2 * g * tg / 255 : 255 - 2 * (255 - g) * (255 - tg) / 255;\n data[i + 2] = tb < 128 ? 2 * b * tb / 255 : 255 - 2 * (255 - b) * (255 - tb) / 255;\n break;\n case \"exclusion\":\n data[i] = tr + r - 2 * tr * r / 255;\n data[i + 1] = tg + g - 2 * tg * g / 255;\n data[i + 2] = tb + b - 2 * tb * b / 255;\n break;\n case \"tint\":\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, \"uColor\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */ fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: \"BlendImage\",\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/ image: null,\n /**\n * Blend mode for the filter (one of \"multiply\", \"mask\")\n * @type String\n * @default\n **/ mode: \"multiply\",\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/ alpha: 1,\n vertexSource: \"attribute vec2 aPosition;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"varying vec2 vTexCoord2;\\n\" + \"uniform mat3 uTransformMatrix;\\n\" + \"void main() {\\n\" + \"vTexCoord = aPosition;\\n\" + \"vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n\" + \"gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n\" + \"}\",\n /**\n * Fragment source for the Multiply program\n */ fragmentSource: {\n multiply: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform sampler2D uImage;\\n\" + \"uniform vec4 uColor;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"varying vec2 vTexCoord2;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"vec4 color2 = texture2D(uImage, vTexCoord2);\\n\" + \"color.rgba *= color2.rgba;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n mask: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform sampler2D uImage;\\n\" + \"uniform vec4 uColor;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"varying vec2 vTexCoord2;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"vec4 color2 = texture2D(uImage, vTexCoord2);\\n\" + \"color.a = color2.a;\\n\" + \"gl_FragColor = color;\\n\" + \"}\"\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var cacheKey = this.type + \"_\" + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context, texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper(\"applyToWebGL\", options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ calculateMatrix: function() {\n var image = this.image, width = image._element.width, height = image._element.height;\n return [\n 1 / image.scaleX,\n 0,\n 0,\n 0,\n 1 / image.scaleY,\n 0,\n -image.left / width,\n -image.top / height,\n 1\n ];\n },\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, resources = options.filterBackend.resources, data = imageData.data, iLen = data.length, width = imageData.width, height = imageData.height, tr, tg, tb, ta, r, g, b, a, canvas1, context, image = this.image, blendData;\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext(\"2d\");\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n } else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for(var i = 0; i < iLen; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n switch(this.mode){\n case \"multiply\":\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case \"mask\":\n data[i + 3] = ta;\n break;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, \"uTransformMatrix\"),\n uImage: gl.getUniformLocation(program, \"uImage\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */ fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), pow = Math.pow, floor = Math.floor, sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin, ceil = Math.ceil, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */ filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Resize\",\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */ resizeType: \"hermite\",\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */ scaleX: 1,\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */ scaleY: 1,\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */ lanczosLobes: 3,\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, \"uDelta\"),\n uTaps: gl.getUniformLocation(program, \"uTaps\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [\n 1 / this.width,\n 0\n ] : [\n 0,\n 1 / this.height\n ]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + \"_\" + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale, filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for(var i = 1; i <= filterWindow; i++){\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */ generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow), fragmentShader = this.fragmentSourceTOP, filterWindow;\n for(var i = 1; i <= filterWindow; i++){\n offsets[i - 1] = i + \".0 * uDelta\";\n }\n fragmentShader += \"uniform float uTaps[\" + filterWindow + \"];\\n\";\n fragmentShader += \"void main() {\\n\";\n fragmentShader += \" vec4 color = texture2D(uTexture, vTexCoord);\\n\";\n fragmentShader += \" float sum = 1.0;\\n\";\n offsets.forEach(function(offset, i) {\n fragmentShader += \" color += texture2D(uTexture, vTexCoord + \" + offset + \") * uTaps[\" + i + \"];\\n\";\n fragmentShader += \" color += texture2D(uTexture, vTexCoord - \" + offset + \") * uTaps[\" + i + \"];\\n\";\n fragmentShader += \" sum += 2.0 * uTaps[\" + i + \"];\\n\";\n });\n fragmentShader += \" gl_FragColor = color / sum;\\n\";\n fragmentShader += \"}\";\n return fragmentShader;\n },\n fragmentSourceTOP: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec2 uDelta;\\n\" + \"varying vec2 vTexCoord;\\n\",\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n } else {\n this.applyTo2d(options);\n }\n },\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return sin(x) / x * sin(xx) / xx;\n };\n },\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */ applyTo2d: function(options) {\n var imageData = options.imageData, scaleX = this.scaleX, scaleY = this.scaleY;\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n var oW = imageData.width, oH = imageData.height, dW = round(oW * scaleX), dH = round(oH * scaleY), newData;\n if (this.resizeType === \"sliceHack\") {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n } else if (this.resizeType === \"hermite\") {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n } else if (this.resizeType === \"bilinear\") {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n } else if (this.resizeType === \"lanczos\") {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData, mult = 0.5, doneW = false, doneH = false, stepW = oW * mult, stepH = oH * mult, resources = fabric.filterBackend.resources, tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement(\"canvas\");\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext(\"2d\");\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n dW = floor(dW);\n dH = floor(dH);\n while(!doneW || !doneH){\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n } else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n } else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ lanczosResize: function(options, oW, oH, dW, dH) {\n function process(u) {\n var v, i, weight, idx, a, red, green, blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for(v = 0; v < dH; v++){\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0;\n red = 0;\n green = 0;\n blue = 0;\n alpha = 0;\n for(i = icenter.x - range2X; i <= icenter.x + range2X; i++){\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = {};\n }\n for(var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++){\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n if (++u < dW) {\n return process(u);\n } else {\n return destImg;\n }\n }\n var srcData = options.imageData.data, destImg = options.ctx.createImageData(dW, dH), destData = destImg.data, lanczos = this.lanczosCreate(this.lanczosLobes), ratioX = this.rcpScaleX, ratioY = this.rcpScaleY, rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY, range2X = ceil(ratioX * this.lanczosLobes / 2), range2Y = ceil(ratioY * this.lanczosLobes / 2), cacheLanc = {}, center = {}, icenter = {};\n return process(0);\n },\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl, color, offset = 0, origPix, ratioX = this.rcpScaleX, ratioY = this.rcpScaleY, w4 = 4 * (oW - 1), img = options.imageData, pixels = img.data, destImage = options.ctx.createImageData(dW, dH), destPixels = destImage.data;\n for(i = 0; i < dH; i++){\n for(j = 0; j < dW; j++){\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n for(chnl = 0; chnl < 4; chnl++){\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) + c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY, ratioWHalf = ceil(ratioW / 2), ratioHHalf = ceil(ratioH / 2), img = options.imageData, data = img.data, img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for(var j = 0; j < dH; j++){\n for(var i = 0; i < dW; i++){\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0, gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for(var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++){\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf, centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for(var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++){\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf, w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */ if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */ }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */ fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Contrast\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uContrast;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n\" + \"color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */ contrast: 0,\n mainParameter: \"contrast\",\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */ /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len, data = imageData.data, len = data.length, contrast = Math.floor(this.contrast * 255), contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n for(i = 0; i < len; i += 4){\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, \"uContrast\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */ fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Saturation\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uSaturation;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"float rgMax = max(color.r, color.g);\\n\" + \"float rgbMax = max(rgMax, color.b);\\n\" + \"color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n\" + \"color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n\" + \"color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */ saturation: 0,\n mainParameter: \"saturation\",\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */ /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData, data = imageData.data, len = data.length, adjust = -this.saturation, i, max;\n for(i = 0; i < len; i += 4){\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, \"uSaturation\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */ fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n type: \"Blur\",\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/ /* eslint-disable max-len */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec2 uDelta;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"const float nSamples = 15.0;\\n\" + \"vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n\" + \"float random(vec3 scale) {\\n\" + /* use the fragment position for a different seed per-pixel */ \"return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n\" + \"}\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0.0);\\n\" + \"float total = 0.0;\\n\" + \"float offset = random(v3offset);\\n\" + \"for (float t = -nSamples; t <= nSamples; t++) {\\n\" + \"float percent = (t + offset - 0.5) / nSamples;\\n\" + \"float weight = 1.0 - abs(percent);\\n\" + \"color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n\" + \"total += weight;\\n\" + \"}\\n\" + \"gl_FragColor = color / total;\\n\" + \"}\",\n /* eslint-enable max-len */ /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n * @type Number\n * @default\n */ blur: 0,\n mainParameter: \"blur\",\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n } else {\n this.applyTo2d(options);\n }\n },\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2, width = options.imageData.width, height = options.imageData.height;\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext(\"2d\"), ctx2 = canvas2.getContext(\"2d\"), nSamples = 15, random, percent, j, i, blur = this.blur * 0.06 * 0.5;\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n for(i = -nSamples; i <= nSamples; i++){\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for(i = -nSamples; i <= nSamples; i++){\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, \"uDelta\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */ chooseRightDelta: function() {\n var blurScale = 1, delta = [\n 0,\n 0\n ], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n } else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n } else {\n delta[1] = blur;\n }\n return delta;\n }\n });\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */ filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Gamma\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec3 uGamma;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"vec3 correction = (1.0 / uGamma);\\n\" + \"color.r = pow(color.r, correction.r);\\n\" + \"color.g = pow(color.g, correction.g);\\n\" + \"color.b = pow(color.b, correction.b);\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.rgb *= color.a;\\n\" + \"}\",\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */ gamma: [\n 1,\n 1,\n 1\n ],\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"gamma\",\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n this.gamma = [\n 1,\n 1,\n 1\n ];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, gamma = this.gamma, len = data.length, rInv = 1 / gamma[0], gInv = 1 / gamma[1], bInv = 1 / gamma[2], i;\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for(i = 0, len = 256; i < len; i++){\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for(i = 0, len = data.length; i < len; i += 4){\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, \"uGamma\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */ fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */ filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n type: \"Composed\",\n /**\n * A non sparse array of filters to apply\n */ subFilters: [],\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n this.callSuper(\"initialize\", options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */ applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */ toObject: function() {\n return fabric.util.object.extend(this.callSuper(\"toObject\"), {\n subFilters: this.subFilters.map(function(filter) {\n return filter.toObject();\n })\n });\n },\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) {\n return !filter.isNeutralState();\n });\n }\n });\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */ fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [], subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }), instance = new fabric.Image.filters.Composed({\n subFilters: subFilters\n });\n callback && callback(instance);\n return instance;\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"HueRotation\",\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */ rotation: 0,\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"rotation\",\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad), aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/ isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */ fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), clone = fabric.util.object.clone;\n if (fabric.Text) {\n fabric.warn(\"fabric.Text is already defined\");\n return;\n }\n var additionalProps = (\"fontFamily fontWeight fontSize text underline overline linethrough\" + \" textAlign fontStyle lineHeight textBackgroundColor charSpacing styles\" + \" direction path pathStartOffset pathSide pathAlign\").split(\" \");\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */ fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */ _dimensionAffectingProps: [\n \"fontSize\",\n \"fontWeight\",\n \"fontFamily\",\n \"fontStyle\",\n \"lineHeight\",\n \"text\",\n \"charSpacing\",\n \"textAlign\",\n \"styles\",\n \"path\",\n \"pathStartOffset\",\n \"pathSide\",\n \"pathAlign\"\n ],\n /**\n * @private\n */ _reNewline: /\\r?\\n/,\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */ _reSpacesAndTabs: /[ \\t\\r]/g,\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */ _reSpaceAndTab: /[ \\t\\r]/,\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */ _reWords: /\\S+/g,\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"text\",\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */ fontSize: 40,\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */ fontWeight: \"normal\",\n /**\n * Font family\n * @type String\n * @default\n */ fontFamily: \"Times New Roman\",\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */ underline: false,\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */ overline: false,\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */ linethrough: false,\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */ textAlign: \"left\",\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */ fontStyle: \"normal\",\n /**\n * Line height\n * @type Number\n * @default\n */ lineHeight: 1.16,\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */ superscript: {\n size: 0.60,\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */ subscript: {\n size: 0.60,\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n /**\n * Background color of text lines\n * @type String\n * @default\n */ textBackgroundColor: \"\",\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */ cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */ stroke: null,\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */ shadow: null,\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */ path: null,\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */ pathStartOffset: 0,\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */ pathSide: \"left\",\n /**\n * How text is aligned to the path. This property determines\n * the perpendicular position of each character relative to the path.\n * (one of \"baseline\", \"center\", \"ascender\", \"descender\")\n * This feature is in BETA, and its behavior may change\n * @type String\n * @default\n */ pathAlign: \"baseline\",\n /**\n * @private\n */ _fontSizeFraction: 0.222,\n /**\n * @private\n */ offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */ _fontSizeMult: 1.13,\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */ charSpacing: 0,\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */ styles: null,\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */ _measuringContext: null,\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */ deltaY: 0,\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */ direction: \"ltr\",\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */ _styleProperties: [\n \"stroke\",\n \"strokeWidth\",\n \"fill\",\n \"fontFamily\",\n \"fontSize\",\n \"fontWeight\",\n \"fontStyle\",\n \"underline\",\n \"overline\",\n \"linethrough\",\n \"deltaY\",\n \"textBackgroundColor\"\n ],\n /**\n * contains characters bounding boxes\n */ __charBounds: [],\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */ CACHE_FONT_SIZE: 400,\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */ MIN_TEXT_WIDTH: 2,\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */ initialize: function(text, options) {\n this.styles = options ? options.styles || {} : {};\n this.text = text;\n this.__skipDimension = true;\n this.callSuper(\"initialize\", options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({\n propertySet: \"_dimensionAffectingProps\"\n });\n },\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */ setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * this is for internal use, please do not use it\n * @private\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */ getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache || fabric.util.createCanvasElement().getContext(\"2d\");\n }\n return fabric._measuringContext;\n },\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */ _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */ initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n } else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf(\"justify\") !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({\n propertySet: \"_dimensionAffectingProps\"\n });\n },\n /**\n * Enlarge space boxes and shift the others\n */ enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for(var i = 0, len = this._textLines.length; i < len; i++){\n if (this.textAlign !== \"justify\" && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for(var j = 0, jlen = line.length; j <= jlen; j++){\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n } else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */ isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */ missingNewlineOffset: function() {\n return 1;\n },\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */ toString: function() {\n return \"#';\n },\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */ _getCacheCanvasDimensions: function() {\n var dims = this.callSuper(\"_getCacheCanvasDimensions\");\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, \"underline\");\n this._renderText(ctx);\n this._renderTextDecoration(ctx, \"overline\");\n this._renderTextDecoration(ctx, \"linethrough\");\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderText: function(ctx) {\n if (this.paintFirst === \"stroke\") {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n } else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */ _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = \"alphabetical\";\n if (this.path) {\n switch(this.pathAlign){\n case \"center\":\n ctx.textBaseline = \"middle\";\n break;\n case \"ascender\":\n ctx.textBaseline = \"top\";\n break;\n case \"descender\":\n ctx.textBaseline = \"bottom\";\n break;\n }\n }\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */ calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n for(var i = 1, len = this._textLines.length; i < len; i++){\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */ _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas(\"textBackgroundColor\")) {\n return;\n }\n var heightOfLine, lineLeftOffset, originalFill = ctx.fillStyle, line, lastColor, leftOffset = this._getLeftOffset(), lineTopOffset = this._getTopOffset(), boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path, drawStart;\n for(var i = 0, len = this._textLines.length; i < len; i++){\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas(\"textBackgroundColor\", i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, \"textBackgroundColor\");\n for(var j = 0, jlen = line.length; j < jlen; j++){\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, \"textBackgroundColor\");\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(-charBox.width / 2, -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction), charBox.width, heightOfLine / this.lineHeight);\n ctx.restore();\n } else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(drawStart, lineTopOffset, boxWidth, heightOfLine / this.lineHeight);\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n } else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(drawStart, lineTopOffset, boxWidth, heightOfLine / this.lineHeight);\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */ getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = {};\n }\n var cache = fabric.charWidthsCache[fontFamily], cacheProp = decl.fontStyle.toLowerCase() + \"_\" + (decl.fontWeight + \"\").toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = {};\n }\n return cache[cacheProp];\n },\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */ _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle), previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char, stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth, fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return {\n width: width * fontMultiplier,\n kernedWidth: kernedWidth * fontMultiplier\n };\n },\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */ getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, \"fontSize\");\n },\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */ measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */ _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme, graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length), positionInPath = 0, startingPoint, totalPathLength, path = this.path, reverse = this.pathSide === \"right\";\n this.__charBounds[lineIndex] = lineBounds;\n for(i = 0; i < line.length; i++){\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch(this.textAlign){\n case \"left\":\n positionInPath = reverse ? totalPathLength - width : 0;\n break;\n case \"center\":\n positionInPath = (totalPathLength - width) / 2;\n break;\n case \"right\":\n positionInPath = reverse ? 0 : totalPathLength - width;\n break;\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for(i = reverse ? line.length - 1 : 0; reverse ? i >= 0 : i < line.length; reverse ? i-- : i++){\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n } else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return {\n width: width,\n numOfSpaces: numOfSpaces\n };\n },\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */ _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2, path = this.path;\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === \"right\" ? Math.PI : 0);\n },\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */ _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex), prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : {}, info = this._measureChar(grapheme, style, prevGrapheme, prevStyle), kernedWidth = info.kernedWidth, width = info.width, charSpacing;\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */ getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n var line = this._textLines[lineIndex], // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for(var i = 1, len = line.length; i < len; i++){\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n /**\n * Calculate text box height\n */ calcTextHeight: function() {\n var lineHeight, height = 0;\n for(var i = 0, len = this._textLines.length; i < len; i++){\n lineHeight = this.getHeightOfLine(i);\n height += i === len - 1 ? lineHeight / this.lineHeight : lineHeight;\n }\n return height;\n },\n /**\n * @private\n * @return {Number} Left offset\n */ _getLeftOffset: function() {\n return this.direction === \"ltr\" ? -this.width / 2 : this.width / 2;\n },\n /**\n * @private\n * @return {Number} Top offset\n */ _getTopOffset: function() {\n return -this.height / 2;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */ _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for(var i = 0, len = this._textLines.length; i < len; i++){\n var heightOfLine = this.getHeightOfLine(i), maxHeight = heightOfLine / this.lineHeight, leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(method, ctx, this._textLines[i], left + leftOffset, top + lineHeights + maxHeight, i);\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas(\"fill\")) {\n return;\n }\n this._renderTextCommon(ctx, \"fillText\");\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, \"strokeText\");\n ctx.closePath();\n ctx.restore();\n },\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */ _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex), isJustify = this.textAlign.indexOf(\"justify\") !== -1, actualStyle, nextStyle, charsToRender = \"\", charBox, boxWidth = 0, timeToRender, path = this.path, shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path, isLtr = this.direction === \"ltr\", sign = this.direction === \"ltr\" ? 1 : -1, drawingLeft, currentDirection = ctx.canvas.getAttribute(\"dir\");\n ctx.save();\n if (currentDirection !== this.direction) {\n ctx.canvas.setAttribute(\"dir\", isLtr ? \"ltr\" : \"rtl\");\n ctx.direction = isLtr ? \"ltr\" : \"rtl\";\n ctx.textAlign = isLtr ? \"left\" : \"right\";\n }\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n this._renderChar(method, ctx, lineIndex, 0, line.join(\"\"), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for(var i = 0, len = line.length - 1; i <= len; i++){\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n } else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, false);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n } else {\n drawingLeft = left;\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = \"\";\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */ _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx, // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext(\"2d\");\n pCtx.beginPath();\n pCtx.moveTo(0, 0);\n pCtx.lineTo(width, 0);\n pCtx.lineTo(width, height);\n pCtx.lineTo(0, height);\n pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, \"no-repeat\");\n },\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === \"percentage\" || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return {\n offsetX: offsetX,\n offsetY: offsetY\n };\n } else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n } else {\n // is a color\n ctx[property] = filler;\n }\n return {\n offsetX: 0,\n offsetY: 0\n };\n },\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, \"strokeStyle\", decl.stroke);\n },\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, \"fillStyle\", decl.fill);\n },\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */ _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex), fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex), shouldFill = method === \"fillText\" && fullDecl.fill, shouldStroke = method === \"strokeText\" && fullDecl.stroke && fullDecl.strokeWidth, fillOffsets, strokeOffsets;\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n ctx.font = this._getFontDeclaration(fullDecl);\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */ setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */ setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */ _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true), fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, \"fontSize\"), dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, \"deltaY\"), style = {\n fontSize: fontSize * schema.size,\n deltaY: dy + fontSize * schema.baseline\n };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */ _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex), lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction, isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === \"justify\" || textAlign === \"justify-center\" && !isEndOfWrapping || textAlign === \"justify-right\" && !isEndOfWrapping || textAlign === \"justify-left\" && !isEndOfWrapping) {\n return 0;\n }\n if (textAlign === \"center\") {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === \"right\") {\n leftOffset = lineDiff;\n }\n if (textAlign === \"justify-center\") {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === \"justify-right\") {\n leftOffset = lineDiff;\n }\n if (direction === \"rtl\") {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n /**\n * @private\n */ _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n /**\n * @private\n */ _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged(\"_dimensionAffectingProps\"));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */ getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex] !== undefined) {\n return this.__lineWidths[lineIndex];\n }\n var lineInfo = this.measureLine(lineIndex);\n var width = lineInfo.width;\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */ getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== \"undefined\") {\n return charStyle[property];\n }\n return this[property];\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size, lineLeftOffset, dy, _dy, line, lastDecoration, leftOffset = this._getLeftOffset(), topOffset = this._getTopOffset(), top, boxStart, boxWidth, charBox, currentDecoration, maxHeight, currentFill, lastFill, path = this.path, charSpacing = this._getWidthOfCharSpacing(), offsetY = this.offsets[type];\n for(var i = 0, len = this._textLines.length; i < len; i++){\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, \"fill\");\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, \"deltaY\");\n for(var j = 0, jlen = line.length; j < jlen; j++){\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, \"fill\");\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, \"deltaY\");\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(-charBox.kernedWidth / 2, offsetY * _size + _dy, charBox.kernedWidth, this.fontSize / 15);\n ctx.restore();\n } else if ((currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy) && boxWidth > 0) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(drawStart, top + offsetY * size + dy, boxWidth, this.fontSize / 15);\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n } else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(drawStart, top + offsetY * size + dy, boxWidth - charSpacing, this.fontSize / 15);\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */ _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily, fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined || family.indexOf(\"'\") > -1 || family.indexOf(\",\") > -1 || family.indexOf('\"') > -1 || fontIsGeneric ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n fabric.isLikelyNode ? style.fontWeight : style.fontStyle,\n fabric.isLikelyNode ? style.fontStyle : style.fontWeight,\n forMeasuring ? this.CACHE_FONT_SIZE + \"px\" : style.fontSize + \"px\",\n fontFamily\n ].join(\" \");\n },\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper(\"render\", ctx);\n },\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */ _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline), newLines = new Array(lines.length), newLine = [\n \"\\n\"\n ], newText = [];\n for(var i = 0; i < lines.length; i++){\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return {\n _unwrappedLines: newLines,\n lines: lines,\n graphemeText: newText,\n graphemeLines: newLines\n };\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper(\"toObject\", allProperties);\n obj.styles = fabric.util.stylesToArray(this.styles, this.text);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */ set: function(key, value) {\n this.callSuper(\"set\", key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === \"object\") {\n for(var _key in key){\n if (_key === \"path\") {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === \"path\";\n }\n } else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === \"path\";\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */ complexity: function() {\n return 1;\n }\n });\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */ fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject(\"Text\", objectCopy, function(textInstance) {\n textInstance.styles = fabric.util.stylesFromArray(object.styles, object.text);\n if (path) {\n fabric.Object._fromObject(\"Path\", path, function(pathInstance) {\n textInstance.set(\"path\", pathInstance);\n callback(textInstance);\n }, \"path\");\n } else {\n callback(textInstance);\n }\n }, \"text\");\n };\n fabric.Text.genericFonts = [\n \"sans-serif\",\n \"serif\",\n \"cursive\",\n \"fantasy\",\n \"monospace\"\n ];\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n})( true ? exports : 0);\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */ isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== \"undefined\" && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === \"undefined\" ? this.styles : {\n line: this.styles[lineIndex]\n };\n for(var p1 in obj){\n for(var p2 in obj[p1]){\n // eslint-disable-next-line no-unused-vars\n for(var p3 in obj[p1][p2]){\n return false;\n }\n }\n }\n return true;\n },\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */ styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === \"\") {\n return false;\n }\n if (typeof lineIndex !== \"undefined\" && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === \"undefined\" ? this.styles : {\n 0: this.styles[lineIndex]\n };\n // eslint-disable-next-line\n for(var p1 in obj){\n // eslint-disable-next-line\n for(var p2 in obj[p1]){\n if (typeof obj[p1][p2][property] !== \"undefined\") {\n return true;\n }\n }\n }\n return false;\n },\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */ cleanStyle: function(property) {\n if (!this.styles || !property || property === \"\") {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue, allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for(var p1 in obj){\n letterCount = 0;\n // eslint-disable-next-line\n for(var p2 in obj[p1]){\n var styleObject = obj[p1][p2], stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n stylesCount++;\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n } else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n } else {\n allStyleObjectPropertiesMatch = false;\n }\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n } else {\n delete obj[p1][p2];\n }\n }\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for(var i = 0; i < this._textLines.length; i++){\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */ removeStyle: function(property) {\n if (!this.styles || !property || property === \"\") {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for(lineNum in obj){\n line = obj[lineNum];\n for(charNum in line){\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n /**\n * @private\n */ _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */ get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === \"undefined\") {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines, len = lines.length;\n for(var i = 0; i < len; i++){\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */ getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === \"undefined\") {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === \"undefined\") {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for(var i = startIndex; i < endIndex; i++){\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */ getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position), style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) : this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */ setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === \"undefined\") {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === \"undefined\") {\n endIndex = this.selectionEnd || startIndex;\n }\n for(var i = startIndex; i < endIndex; i++){\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */ this._forceClearCache = true;\n return this;\n },\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */ _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */ getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || {}, styleObject = {}, prop;\n for(var i = 0; i < this._styleProperties.length; i++){\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === \"undefined\" ? this[prop] : style[prop];\n }\n return styleObject;\n },\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */ _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */ _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */ _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */ _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n /**\n * @param {Number} lineIndex\n * @private\n */ _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n(function() {\n var controlsUtils = fabric.controlsUtils, scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler, scaleStyleHandler = controlsUtils.scaleCursorStyleHandler, scalingEqually = controlsUtils.scalingEqually, scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX, scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY, scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName, objectControls = fabric.Object.prototype.controls;\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName\n });\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName\n });\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName\n });\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName\n });\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: \"rotate\"\n });\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = {};\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: \"resizing\"\n });\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: \"resizing\"\n });\n }\n})();\n(function() {\n /** ERASER_START */ /**\n * add `eraser` to enlivened props\n */ fabric.Object.ENLIVEN_PROPS.push(\"eraser\");\n var __drawClipPath = fabric.Object.prototype._drawClipPath;\n var _needsItsOwnCache = fabric.Object.prototype.needsItsOwnCache;\n var _toObject = fabric.Object.prototype.toObject;\n var _getSvgCommons = fabric.Object.prototype.getSvgCommons;\n var __createBaseClipPathSVGMarkup = fabric.Object.prototype._createBaseClipPathSVGMarkup;\n var __createBaseSVGMarkup = fabric.Object.prototype._createBaseSVGMarkup;\n fabric.Object.prototype.cacheProperties.push(\"eraser\");\n fabric.Object.prototype.stateProperties.push(\"eraser\");\n /**\n * @fires erasing:end\n */ fabric.util.object.extend(fabric.Object.prototype, {\n /**\n * Indicates whether this object can be erased by {@link fabric.EraserBrush}\n * The `deep` option introduces fine grained control over a group's `erasable` property.\n * When set to `deep` the eraser will erase nested objects if they are erasable, leaving the group and the other objects untouched.\n * When set to `true` the eraser will erase the entire group. Once the group changes the eraser is propagated to its children for proper functionality.\n * When set to `false` the eraser will leave all objects including the group untouched.\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n * @type boolean | 'deep'\n * @default true\n */ erasable: true,\n /**\n * @tutorial {@link http://fabricjs.com/erasing#eraser}\n * @type fabric.Eraser\n */ eraser: undefined,\n /**\n * @override\n * @returns Boolean\n */ needsItsOwnCache: function() {\n return _needsItsOwnCache.call(this) || !!this.eraser;\n },\n /**\n * draw eraser above clip path\n * @override\n * @private\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */ _drawClipPath: function(ctx, clipPath) {\n __drawClipPath.call(this, ctx, clipPath);\n if (this.eraser) {\n // update eraser size to match instance\n var size = this._getNonTransformedDimensions();\n this.eraser.isType(\"eraser\") && this.eraser.set({\n width: size.x,\n height: size.y\n });\n __drawClipPath.call(this, ctx, this.eraser);\n }\n },\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var object = _toObject.call(this, [\n \"erasable\"\n ].concat(propertiesToInclude));\n if (this.eraser && !this.eraser.excludeFromExport) {\n object.eraser = this.eraser.toObject(propertiesToInclude);\n }\n return object;\n }\n });\n var __restoreObjectsState = fabric.Group.prototype._restoreObjectsState;\n fabric.util.object.extend(fabric.Group.prototype, {\n /**\n * @private\n * @param {fabric.Path} path\n */ _addEraserPathToObjects: function(path) {\n this._objects.forEach(function(object) {\n fabric.EraserBrush.prototype._addPathToObjectEraser.call(fabric.EraserBrush.prototype, object, path);\n });\n },\n /**\n * Applies the group's eraser to its objects\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n */ applyEraserToObjects: function() {\n var _this = this, eraser = this.eraser;\n if (eraser) {\n delete this.eraser;\n var transform = _this.calcTransformMatrix();\n eraser.clone(function(eraser) {\n var clipPath = _this.clipPath;\n eraser.getObjects(\"path\").forEach(function(path) {\n // first we transform the path from the group's coordinate system to the canvas'\n var originalTransform = fabric.util.multiplyTransformMatrices(transform, path.calcTransformMatrix());\n fabric.util.applyTransformToObject(path, originalTransform);\n if (clipPath) {\n clipPath.clone(function(_clipPath) {\n var eraserPath = fabric.EraserBrush.prototype.applyClipPathToPath.call(fabric.EraserBrush.prototype, path, _clipPath, transform);\n _this._addEraserPathToObjects(eraserPath);\n }, [\n \"absolutePositioned\",\n \"inverted\"\n ]);\n } else {\n _this._addEraserPathToObjects(path);\n }\n });\n });\n }\n },\n /**\n * Propagate the group's eraser to its objects, crucial for proper functionality of the eraser within the group and nested objects.\n * @private\n */ _restoreObjectsState: function() {\n this.erasable === true && this.applyEraserToObjects();\n return __restoreObjectsState.call(this);\n }\n });\n /**\n * An object's Eraser\n * @private\n * @class fabric.Eraser\n * @extends fabric.Group\n * @memberof fabric\n */ fabric.Eraser = fabric.util.createClass(fabric.Group, {\n /**\n * @readonly\n * @static\n */ type: \"eraser\",\n /**\n * @default\n */ originX: \"center\",\n /**\n * @default\n */ originY: \"center\",\n drawObject: function(ctx) {\n ctx.save();\n ctx.fillStyle = \"black\";\n ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);\n ctx.restore();\n this.callSuper(\"drawObject\", ctx);\n },\n /**\n * eraser should retain size\n * dimensions should not change when paths are added or removed\n * handled by {@link fabric.Object#_drawClipPath}\n * @override\n * @private\n */ _getBounds: function() {\n // noop\n }\n });\n /**\n * Returns {@link fabric.Eraser} instance from an object representation\n * @static\n * @memberOf fabric.Eraser\n * @param {Object} object Object to create an Eraser from\n * @param {Function} [callback] Callback to invoke when an eraser instance is created\n */ fabric.Eraser.fromObject = function(object, callback) {\n var objects = object.objects;\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function() {\n callback && callback(new fabric.Eraser(enlivenedObjects, options, true));\n });\n });\n };\n var __renderOverlay = fabric.Canvas.prototype._renderOverlay;\n /**\n * @fires erasing:start\n * @fires erasing:end\n */ fabric.util.object.extend(fabric.Canvas.prototype, {\n /**\n * Used by {@link #renderAll}\n * @returns boolean\n */ isErasing: function() {\n return this.isDrawingMode && this.freeDrawingBrush && this.freeDrawingBrush.type === \"eraser\" && this.freeDrawingBrush._isErasing;\n },\n /**\n * While erasing the brush clips out the erasing path from canvas\n * so we need to render it on top of canvas every render\n * @param {CanvasRenderingContext2D} ctx\n */ _renderOverlay: function(ctx) {\n __renderOverlay.call(this, ctx);\n if (this.isErasing() && !this.freeDrawingBrush.inverted) {\n this.freeDrawingBrush._render();\n }\n }\n });\n /**\n * EraserBrush class\n * Supports selective erasing meaning that only erasable objects are affected by the eraser brush.\n * Supports **inverted** erasing meaning that the brush can \"undo\" erasing.\n *\n * In order to support selective erasing, the brush clips the entire canvas\n * and then draws all non-erasable objects over the erased path using a pattern brush so to speak (masking).\n * If brush is **inverted** there is no need to clip canvas. The brush draws all erasable objects without their eraser.\n * This achieves the desired effect of seeming to erase or unerase only erasable objects.\n * After erasing is done the created path is added to all intersected objects' `eraser` property.\n *\n * In order to update the EraserBrush call `preparePattern`.\n * It may come in handy when canvas changes during erasing (i.e animations) and you want the eraser to reflect the changes.\n *\n * @tutorial {@link http://fabricjs.com/erasing}\n * @class fabric.EraserBrush\n * @extends fabric.PencilBrush\n * @memberof fabric\n */ fabric.EraserBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.EraserBrush.prototype */ {\n type: \"eraser\",\n /**\n * When set to `true` the brush will create a visual effect of undoing erasing\n */ inverted: false,\n /**\n * @private\n */ _isErasing: false,\n /**\n *\n * @private\n * @param {fabric.Object} object\n * @returns boolean\n */ _isErasable: function(object) {\n return object.erasable !== false;\n },\n /**\n * @private\n * This is designed to support erasing a collection with both erasable and non-erasable objects.\n * Iterates over collections to allow nested selective erasing.\n * Prepares the pattern brush that will draw on the top context to achieve the desired visual effect.\n * If brush is **NOT** inverted render all non-erasable objects.\n * If brush is inverted render all erasable objects that have been erased with their clip path inverted.\n * This will render the erased parts as if they were not erased.\n *\n * @param {fabric.Collection} collection\n * @param {CanvasRenderingContext2D} ctx\n * @param {{ visibility: fabric.Object[], eraser: fabric.Object[], collection: fabric.Object[] }} restorationContext\n */ _prepareCollectionTraversal: function(collection, ctx, restorationContext) {\n collection.forEachObject(function(obj) {\n if (obj.forEachObject && obj.erasable === \"deep\") {\n // traverse\n this._prepareCollectionTraversal(obj, ctx, restorationContext);\n } else if (!this.inverted && obj.erasable && obj.visible) {\n // render only non-erasable objects\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n } else if (this.inverted && obj.visible) {\n // render only erasable objects that were erased\n if (obj.erasable && obj.eraser) {\n obj.eraser.inverted = true;\n obj.dirty = true;\n collection.dirty = true;\n restorationContext.eraser.push(obj);\n restorationContext.collection.push(collection);\n } else {\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n }\n }\n }, this);\n },\n /**\n * Prepare the pattern for the erasing brush\n * This pattern will be drawn on the top context, achieving a visual effect of erasing only erasable objects\n * @todo decide how overlay color should behave when `inverted === true`, currently draws over it which is undesirable\n * @private\n */ preparePattern: function() {\n if (!this._patternCanvas) {\n this._patternCanvas = fabric.util.createCanvasElement();\n }\n var canvas = this._patternCanvas;\n canvas.width = this.canvas.width;\n canvas.height = this.canvas.height;\n var patternCtx = canvas.getContext(\"2d\");\n if (this.canvas._isRetinaScaling()) {\n var retinaScaling = this.canvas.getRetinaScaling();\n this.canvas.__initRetinaScaling(retinaScaling, canvas, patternCtx);\n }\n var backgroundImage = this.canvas.backgroundImage, bgErasable = backgroundImage && this._isErasable(backgroundImage), overlayImage = this.canvas.overlayImage, overlayErasable = overlayImage && this._isErasable(overlayImage);\n if (!this.inverted && (backgroundImage && !bgErasable || !!this.canvas.backgroundColor)) {\n if (bgErasable) {\n this.canvas.backgroundImage = undefined;\n }\n this.canvas._renderBackground(patternCtx);\n if (bgErasable) {\n this.canvas.backgroundImage = backgroundImage;\n }\n } else if (this.inverted && backgroundImage && bgErasable) {\n var color = this.canvas.backgroundColor;\n this.canvas.backgroundColor = undefined;\n this.canvas._renderBackground(patternCtx);\n this.canvas.backgroundColor = color;\n }\n patternCtx.save();\n patternCtx.transform.apply(patternCtx, this.canvas.viewportTransform);\n var restorationContext = {\n visibility: [],\n eraser: [],\n collection: []\n };\n this._prepareCollectionTraversal(this.canvas, patternCtx, restorationContext);\n this.canvas._renderObjects(patternCtx, this.canvas._objects);\n restorationContext.visibility.forEach(function(obj) {\n obj.visible = true;\n });\n restorationContext.eraser.forEach(function(obj) {\n obj.eraser.inverted = false;\n obj.dirty = true;\n });\n restorationContext.collection.forEach(function(obj) {\n obj.dirty = true;\n });\n patternCtx.restore();\n if (!this.inverted && (overlayImage && !overlayErasable || !!this.canvas.overlayColor)) {\n if (overlayErasable) {\n this.canvas.overlayImage = undefined;\n }\n __renderOverlay.call(this.canvas, patternCtx);\n if (overlayErasable) {\n this.canvas.overlayImage = overlayImage;\n }\n } else if (this.inverted && overlayImage && overlayErasable) {\n var color = this.canvas.overlayColor;\n this.canvas.overlayColor = undefined;\n __renderOverlay.call(this.canvas, patternCtx);\n this.canvas.overlayColor = color;\n }\n },\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */ _setBrushStyles: function(ctx) {\n this.callSuper(\"_setBrushStyles\", ctx);\n ctx.strokeStyle = \"black\";\n },\n /**\n * **Customiztion**\n *\n * if you need the eraser to update on each render (i.e animating during erasing) override this method by **adding** the following (performance may suffer):\n * @example\n * ```\n * if(ctx === this.canvas.contextTop) {\n * this.preparePattern();\n * }\n * ```\n *\n * @override fabric.BaseBrush#_saveAndTransform\n * @param {CanvasRenderingContext2D} ctx\n */ _saveAndTransform: function(ctx) {\n this.callSuper(\"_saveAndTransform\", ctx);\n this._setBrushStyles(ctx);\n ctx.globalCompositeOperation = ctx === this.canvas.getContext() ? \"destination-out\" : \"source-over\";\n },\n /**\n * We indicate {@link fabric.PencilBrush} to repaint itself if necessary\n * @returns\n */ needsFullRender: function() {\n return true;\n },\n /**\n *\n * @param {fabric.Point} pointer\n * @param {fabric.IEvent} options\n * @returns\n */ onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n // prepare for erasing\n this.preparePattern();\n this._isErasing = true;\n this.canvas.fire(\"erasing:start\");\n this._render();\n },\n /**\n * Rendering Logic:\n * 1. Use brush to clip canvas by rendering it on top of canvas (unnecessary if `inverted === true`)\n * 2. Render brush with canvas pattern on top context\n *\n */ _render: function() {\n var ctx;\n if (!this.inverted) {\n // clip canvas\n ctx = this.canvas.getContext();\n this.callSuper(\"_render\", ctx);\n }\n // render brush and mask it with image of non erasables\n ctx = this.canvas.contextTop;\n this.canvas.clearContext(ctx);\n this.callSuper(\"_render\", ctx);\n ctx.save();\n var t = this.canvas.getRetinaScaling(), s = 1 / t;\n ctx.scale(s, s);\n ctx.globalCompositeOperation = \"source-in\";\n ctx.drawImage(this._patternCanvas, 0, 0);\n ctx.restore();\n },\n /**\n * Creates fabric.Path object\n * @override\n * @private\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n * @returns\n */ createPath: function(pathData) {\n var path = this.callSuper(\"createPath\", pathData);\n path.globalCompositeOperation = this.inverted ? \"source-over\" : \"destination-out\";\n path.stroke = this.inverted ? \"white\" : \"black\";\n return path;\n },\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path in canvas coordinate plane\n * @param {fabric.Object} clipPath The clipPath to apply to the path\n * @param {number[]} clipPathContainerTransformMatrix The transform matrix of the object that the clip path belongs to\n * @returns {fabric.Path} path with clip path\n */ applyClipPathToPath: function(path, clipPath, clipPathContainerTransformMatrix) {\n var pathInvTransform = fabric.util.invertTransform(path.calcTransformMatrix()), clipPathTransform = clipPath.calcTransformMatrix(), transform = clipPath.absolutePositioned ? pathInvTransform : fabric.util.multiplyTransformMatrices(pathInvTransform, clipPathContainerTransformMatrix);\n // when passing down a clip path it becomes relative to the parent\n // so we transform it acoordingly and set `absolutePositioned` to false\n clipPath.absolutePositioned = false;\n fabric.util.applyTransformToObject(clipPath, fabric.util.multiplyTransformMatrices(transform, clipPathTransform));\n // We need to clip `path` with both `clipPath` and it's own clip path if existing (`path.clipPath`)\n // so in turn `path` erases an object only where it overlaps with all it's clip paths, regardless of how many there are.\n // this is done because both clip paths may have nested clip paths of their own (this method walks down a collection => this may reccur),\n // so we can't assign one to the other's clip path property.\n path.clipPath = path.clipPath ? fabric.util.mergeClipPaths(clipPath, path.clipPath) : clipPath;\n return path;\n },\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path\n * @param {fabric.Object} object The clipPath to apply to path belongs to object\n * @param {Function} callback Callback to be invoked with the cloned path after applying the clip path\n */ clonePathWithClipPath: function(path, object, callback) {\n var objTransform = object.calcTransformMatrix();\n var clipPath = object.clipPath;\n var _this = this;\n path.clone(function(_path) {\n clipPath.clone(function(_clipPath) {\n callback(_this.applyClipPathToPath(_path, _clipPath, objTransform));\n }, [\n \"absolutePositioned\",\n \"inverted\"\n ]);\n });\n },\n /**\n * Adds path to object's eraser, walks down object's descendants if necessary\n *\n * @fires erasing:end on object\n * @param {fabric.Object} obj\n * @param {fabric.Path} path\n */ _addPathToObjectEraser: function(obj, path) {\n var _this = this;\n // object is collection, i.e group\n if (obj.forEachObject && obj.erasable === \"deep\") {\n var targets = obj._objects.filter(function(_obj) {\n return _obj.erasable;\n });\n if (targets.length > 0 && obj.clipPath) {\n this.clonePathWithClipPath(path, obj, function(_path) {\n targets.forEach(function(_obj) {\n _this._addPathToObjectEraser(_obj, _path);\n });\n });\n } else if (targets.length > 0) {\n targets.forEach(function(_obj) {\n _this._addPathToObjectEraser(_obj, path);\n });\n }\n return;\n }\n // prepare eraser\n var eraser = obj.eraser;\n if (!eraser) {\n eraser = new fabric.Eraser();\n obj.eraser = eraser;\n }\n // clone and add path\n path.clone(function(path) {\n // http://fabricjs.com/using-transformations\n var desiredTransform = fabric.util.multiplyTransformMatrices(fabric.util.invertTransform(obj.calcTransformMatrix()), path.calcTransformMatrix());\n fabric.util.applyTransformToObject(path, desiredTransform);\n eraser.addWithUpdate(path);\n obj.set(\"dirty\", true);\n obj.fire(\"erasing:end\", {\n path: path\n });\n if (obj.group && Array.isArray(_this.__subTargets)) {\n _this.__subTargets.push(obj);\n }\n });\n },\n /**\n * Add the eraser path to canvas drawables' clip paths\n *\n * @param {fabric.Canvas} source\n * @param {fabric.Canvas} path\n * @returns {Object} canvas drawables that were erased by the path\n */ applyEraserToCanvas: function(path) {\n var canvas = this.canvas;\n var drawables = {};\n [\n \"backgroundImage\",\n \"overlayImage\"\n ].forEach(function(prop) {\n var drawable = canvas[prop];\n if (drawable && drawable.erasable) {\n this._addPathToObjectEraser(drawable, path);\n drawables[prop] = drawable;\n }\n }, this);\n return drawables;\n },\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to every intersected erasable object.\n */ _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop, canvas = this.canvas;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n // clear\n canvas.clearContext(canvas.contextTop);\n this._isErasing = false;\n var pathData = this._points && this._points.length > 1 ? this.convertPointsToSVGPath(this._points) : null;\n if (!pathData || this._isEmptySVGPath(pathData)) {\n canvas.fire(\"erasing:end\");\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n canvas.requestRenderAll();\n return;\n }\n var path = this.createPath(pathData);\n // needed for `intersectsWithObject`\n path.setCoords();\n // commense event sequence\n canvas.fire(\"before:path:created\", {\n path: path\n });\n // finalize erasing\n var drawables = this.applyEraserToCanvas(path);\n var _this = this;\n this.__subTargets = [];\n var targets = [];\n canvas.forEachObject(function(obj) {\n if (obj.erasable && obj.intersectsWithObject(path, true, true)) {\n _this._addPathToObjectEraser(obj, path);\n targets.push(obj);\n }\n 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l(t){for(var e=0,i=0,r=ec.document.documentElement,n=ec.document.body||{scrollLeft:0,scrollTop:0};t&&(t.parentNode||t.host)&&((t=t.parentNode||t.host)===ec.document?(e=n.scrollLeft||r.scrollLeft||0,i=n.scrollTop||r.scrollTop||0):(e+=t.scrollLeft||0,i+=t.scrollTop||0),1!==t.nodeType||"fixed"!==t.style.position););return{left:e,top:i}}r||(o=function(t){for(var e=Array(t.length),i=t.length;i--;)e[i]=t[i];return e}),i=ec.document.defaultView&&ec.document.defaultView.getComputedStyle?function(t,e){var i=ec.document.defaultView.getComputedStyle(t,null);return i?i[e]:void 0}:function(t,e){var i=t.style[e];return!i&&t.currentStyle&&(i=t.currentStyle[e]),i},e="userSelect"in(t=ec.document.documentElement.style)?"userSelect":"MozUserSelect"in t?"MozUserSelect":"WebkitUserSelect"in t?"WebkitUserSelect":"KhtmlUserSelect"in t?"KhtmlUserSelect":"",ec.util.makeElementUnselectable=function(t){return void 0!==t.onselectstart&&(t.onselectstart=ec.util.falseFunction),e?t.style[e]="none":"string"==typeof t.unselectable&&(t.unselectable="on"),t},ec.util.makeElementSelectable=function(t){return void 0!==t.onselectstart&&(t.onselectstart=null),e?t.style[e]="":"string"==typeof t.unselectable&&(t.unselectable=""),t},ec.util.setImageSmoothing=function(t,e){t.imageSmoothingEnabled=t.imageSmoothingEnabled||t.webkitImageSmoothingEnabled||t.mozImageSmoothingEnabled||t.msImageSmoothingEnabled||t.oImageSmoothingEnabled,t.imageSmoothingEnabled=e},ec.util.getById=function(t){return"string"==typeof t?ec.document.getElementById(t):t},ec.util.toArray=o,ec.util.addClass=function(t,e){t&&-1===(" "+t.className+" ").indexOf(" "+e+" ")&&(t.className+=(t.className?" ":"")+e)},ec.util.makeElement=s,ec.util.wrapElement=function(t,e,i){return"string"==typeof e&&(e=s(e,i)),t.parentNode&&t.parentNode.replaceChild(e,t),e.appendChild(t),e},ec.util.getScrollLeftTop=l,ec.util.getElementOffset=function(t){var e,r,n=t&&t.ownerDocument,o={left:0,top:0},a={left:0,top:0},s={borderLeftWidth:"left",borderTopWidth:"top",paddingLeft:"left",paddingTop:"top"};if(!n)return a;for(var c in s)a[s[c]]+=parseInt(i(t,c),10)||0;return e=n.documentElement,void 0!==t.getBoundingClientRect&&(o=t.getBoundingClientRect()),r=l(t),{left:o.left+r.left-(e.clientLeft||0)+a.left,top:o.top+r.top-(e.clientTop||0)+a.top}},ec.util.getNodeCanvas=function(t){var e=ec.jsdomImplForWrapper(t);return e._canvas||e._image},ec.util.cleanUpJsdomNode=function(t){if(ec.isLikelyNode){var e=ec.jsdomImplForWrapper(t);e&&(e._image=null,e._canvas=null,e._currentSrc=null,e._attributes=null,e._classList=null)}}}(),function(){function t(){}ec.util.request=function(e,i){i||(i={});var r,n,o=i.method?i.method.toUpperCase():"GET",a=i.onComplete||function(){},s=new ec.window.XMLHttpRequest,l=i.body||i.parameters;return s.onreadystatechange=function(){4===s.readyState&&(a(s),s.onreadystatechange=t)},"GET"===o&&(l=null,"string"==typeof i.parameters)&&(r=e,n=i.parameters,e=r+(/\?/.test(r)?"&":"?")+n),s.open(o,e,!0),("POST"===o||"PUT"===o)&&s.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),s.send(l),s}}(),ec.log=console.log,ec.warn=console.warn,function(){var t=ec.util.object.extend,e=ec.util.object.clone,i=[];function r(){return!1}function n(t,e,i,r){return-i*Math.cos(t/r*(Math.PI/2))+i+e}ec.util.object.extend(i,{cancelAll:function(){var t=this.splice(0);return t.forEach(function(t){t.cancel()}),t},cancelByCanvas:function(t){if(!t)return[];var e=this.filter(function(e){return"object"==typeof e.target&&e.target.canvas===t});return e.forEach(function(t){t.cancel()}),e},cancelByTarget:function(t){var e=this.findAnimationsByTarget(t);return e.forEach(function(t){t.cancel()}),e},findAnimationIndex:function(t){return this.indexOf(this.findAnimation(t))},findAnimation:function(t){return this.find(function(e){return e.cancel===t})},findAnimationsByTarget:function(t){return t?this.filter(function(e){return e.target===t}):[]}});var o=ec.window.requestAnimationFrame||ec.window.webkitRequestAnimationFrame||ec.window.mozRequestAnimationFrame||ec.window.oRequestAnimationFrame||ec.window.msRequestAnimationFrame||function(t){return ec.window.setTimeout(t,1e3/60)},a=ec.window.cancelAnimationFrame||ec.window.clearTimeout;function s(){return o.apply(ec.window,arguments)}ec.util.animate=function(i){i||(i={});var o,a=!1,l=function(){var t=ec.runningAnimations.indexOf(o);return t>-1&&ec.runningAnimations.splice(t,1)[0]};return o=t(e(i),{cancel:function(){return a=!0,l()},currentValue:"startValue"in i?i.startValue:0,completionRate:0,durationRate:0}),ec.runningAnimations.push(o),s(function(t){var e,c=t||+new Date,h=i.duration||500,u=c+h,f=i.onChange||r,d=i.abort||r,g=i.onComplete||r,p=i.easing||n,v="startValue"in i&&i.startValue.length>0,m="startValue"in i?i.startValue:0,y="endValue"in i?i.endValue:100,b=i.byValue||(v?m.map(function(t,e){return y[e]-m[e]}):y-m);i.onStart&&i.onStart(),function t(i){var r=(e=i||+new Date)>u?h:e-c,n=r/h,_=v?m.map(function(t,e){return p(r,m[e],b[e],h)}):p(r,m,b,h),x=v?Math.abs((_[0]-m[0])/b[0]):Math.abs((_-m)/b);if(o.currentValue=v?_.slice():_,o.completionRate=x,o.durationRate=n,!a){if(d(_,x,n)){l();return}if(e>u){o.currentValue=v?y.slice():y,o.completionRate=1,o.durationRate=1,f(v?y.slice():y,1,1),g(y,1,1),l();return}f(_,x,n),s(t)}}(c)}),o.cancel},ec.util.requestAnimFrame=s,ec.util.cancelAnimFrame=function(){return a.apply(ec.window,arguments)},ec.runningAnimations=i}(),function(){function t(t,e,i){return"rgba("+parseInt(t[0]+i*(e[0]-t[0]),10)+","+parseInt(t[1]+i*(e[1]-t[1]),10)+","+parseInt(t[2]+i*(e[2]-t[2]),10)+(","+(t&&e?parseFloat(t[3]+i*(e[3]-t[3])):1))+")"}ec.util.animateColor=function(e,i,r,n){var o=new ec.Color(e).getSource(),a=new ec.Color(i).getSource(),s=n.onComplete,l=n.onChange;return n=n||{},ec.util.animate(ec.util.object.extend(n,{duration:r||500,startValue:o,endValue:a,byValue:a,easing:function(e,i,r,o){return t(i,r,n.colorEasing?n.colorEasing(e,o):1-Math.cos(e/o*(Math.PI/2)))},onComplete:function(e,i,r){if(s)return s(t(a,a,0),i,r)},onChange:function(e,i,r){if(l){if(Array.isArray(e))return l(t(e,e,0),i,r);l(e,i,r)}}}))}}(),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.Point){e.warn("fabric.Point is already defined");return}function i(t,e){this.x=t,this.y=e}e.Point=i,i.prototype={type:"point",constructor:i,add:function(t){return new i(this.x+t.x,this.y+t.y)},addEquals:function(t){return this.x+=t.x,this.y+=t.y,this},scalarAdd:function(t){return new i(this.x+t,this.y+t)},scalarAddEquals:function(t){return this.x+=t,this.y+=t,this},subtract:function(t){return new i(this.x-t.x,this.y-t.y)},subtractEquals:function(t){return this.x-=t.x,this.y-=t.y,this},scalarSubtract:function(t){return new i(this.x-t,this.y-t)},scalarSubtractEquals:function(t){return this.x-=t,this.y-=t,this},multiply:function(t){return new i(this.x*t,this.y*t)},multiplyEquals:function(t){return this.x*=t,this.y*=t,this},divide:function(t){return new i(this.x/t,this.y/t)},divideEquals:function(t){return this.x/=t,this.y/=t,this},eq:function(t){return this.x===t.x&&this.y===t.y},lt:function(t){return this.xt.x&&this.y>t.y},gte:function(t){return this.x>=t.x&&this.y>=t.y},lerp:function(t,e){return void 0===e&&(e=.5),e=Math.max(Math.min(1,e),0),new i(this.x+(t.x-this.x)*e,this.y+(t.y-this.y)*e)},distanceFrom:function(t){var e=this.x-t.x,i=this.y-t.y;return Math.sqrt(e*e+i*i)},midPointFrom:function(t){return this.lerp(t)},min:function(t){return new i(Math.min(this.x,t.x),Math.min(this.y,t.y))},max:function(t){return new i(Math.max(this.x,t.x),Math.max(this.y,t.y))},toString:function(){return this.x+","+this.y},setXY:function(t,e){return this.x=t,this.y=e,this},setX:function(t){return this.x=t,this},setY:function(t){return this.y=t,this},setFromPoint:function(t){return this.x=t.x,this.y=t.y,this},swap:function(t){var e=this.x,i=this.y;this.x=t.x,this.y=t.y,t.x=e,t.y=i},clone:function(){return new i(this.x,this.y)}}}(e),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.Intersection){e.warn("fabric.Intersection is already defined");return}function i(t){this.status=t,this.points=[]}e.Intersection=i,e.Intersection.prototype={constructor:i,appendPoint:function(t){return this.points.push(t),this},appendPoints:function(t){return this.points=this.points.concat(t),this}},e.Intersection.intersectLineLine=function(t,r,n,o){var a,s=(o.x-n.x)*(t.y-n.y)-(o.y-n.y)*(t.x-n.x),l=(r.x-t.x)*(t.y-n.y)-(r.y-t.y)*(t.x-n.x),c=(o.y-n.y)*(r.x-t.x)-(o.x-n.x)*(r.y-t.y);if(0!==c){var h=s/c,u=l/c;0<=h&&h<=1&&0<=u&&u<=1?(a=new i("Intersection")).appendPoint(new e.Point(t.x+h*(r.x-t.x),t.y+h*(r.y-t.y))):a=new i}else a=new i(0===s||0===l?"Coincident":"Parallel");return a},e.Intersection.intersectLinePolygon=function(t,e,r){var n,o,a,s,l=new i,c=r.length;for(s=0;s0&&(l.status="Intersection"),l},e.Intersection.intersectPolygonPolygon=function(t,e){var r,n=new i,o=t.length;for(r=0;r0&&(n.status="Intersection"),n},e.Intersection.intersectPolygonRectangle=function(t,r,n){var o=r.min(n),a=r.max(n),s=new e.Point(a.x,o.y),l=new e.Point(o.x,a.y),c=i.intersectLinePolygon(o,s,t),h=i.intersectLinePolygon(s,a,t),u=i.intersectLinePolygon(a,l,t),f=i.intersectLinePolygon(l,o,t),d=new i;return d.appendPoints(c.points),d.appendPoints(h.points),d.appendPoints(u.points),d.appendPoints(f.points),d.points.length>0&&(d.status="Intersection"),d}}(e),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.Color){e.warn("fabric.Color is already defined.");return}function i(t){t?this._tryParsingColor(t):this.setSource([0,0,0,1])}function r(t,e,i){return(i<0&&(i+=1),i>1&&(i-=1),i<1/6)?t+(e-t)*6*i:i<.5?e:i<2/3?t+(e-t)*(2/3-i)*6:t}e.Color=i,e.Color.prototype={_tryParsingColor:function(t){var e;t in i.colorNameMap&&(t=i.colorNameMap[t]),"transparent"===t&&(e=[255,255,255,0]),e||(e=i.sourceFromHex(t)),e||(e=i.sourceFromRgb(t)),e||(e=i.sourceFromHsl(t)),e||(e=[0,0,0,1]),e&&this.setSource(e)},_rgbToHsl:function(t,i,r){t/=255,i/=255,r/=255;var n,o,a,s=e.util.array.max([t,i,r]),l=e.util.array.min([t,i,r]);if(a=(s+l)/2,s===l)n=o=0;else{var c=s-l;switch(o=a>.5?c/(2-s-l):c/(s+l),s){case t:n=(i-r)/c+(i0)-(t<0)||+t};function f(t,e){return 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h.x>=c&&(h.x-=c),h.x<=-c&&(h.x+=c),h.y>=c&&(h.y-=c),h.y<=c&&(h.y+=c),h.x-=s.offsetX,h.y-=s.offsetY,h}function x(t){return t.flipX!==t.flipY}function C(t,e,i,r,n){if(0!==t[e]){var o=n/t._getTransformedDimensions()[r]*t[i];t.set(i,o)}}function w(t,e,i,r){var n,l=e.target,c=l._getTransformedDimensions(0,l.skewY),u=Math.abs(2*_(e,e.originX,e.originY,i,r).x)-c.x,f=l.skewX;u<2?n=0:(n=h(Math.atan2(u/l.scaleX,c.y/l.scaleY)),e.originX===o&&e.originY===s&&(n=-n),e.originX===a&&"top"===e.originY&&(n=-n),x(l)&&(n=-n));var d=f!==n;if(d){var g=l._getTransformedDimensions().y;l.set("skewX",n),C(l,"skewY","scaleY","y",g)}return d}function S(t,e,i,r){var n,l=e.target,c=l._getTransformedDimensions(l.skewX,0),u=Math.abs(2*_(e,e.originX,e.originY,i,r).y)-c.y,f=l.skewY;u<2?n=0:(n=h(Math.atan2(u/l.scaleY,c.x/l.scaleX)),e.originX===o&&e.originY===s&&(n=-n),e.originX===a&&"top"===e.originY&&(n=-n),x(l)&&(n=-n));var d=f!==n;if(d){var g=l._getTransformedDimensions().x;l.set("skewY",n),C(l,"skewX","scaleX","x",g)}return d}function T(t,e,i,r,n){n=n||{};var o,a,s,l,h,f,d=e.target,m=d.lockScalingX,y=d.lockScalingY,b=n.by,x=g(t,d),C=v(d,b,x),w=e.gestureScale;if(C)return!1;if(w)a=e.scaleX*w,s=e.scaleY*w;else{if(o=_(e,e.originX,e.originY,i,r),h="y"!==b?u(o.x):1,f="x"!==b?u(o.y):1,e.signX||(e.signX=h),e.signY||(e.signY=f),d.lockScalingFlip&&(e.signX!==h||e.signY!==f))return!1;if(l=d._getTransformedDimensions(),x&&!b){var S=Math.abs(o.x)+Math.abs(o.y),T=e.original,O=S/(Math.abs(l.x*T.scaleX/d.scaleX)+Math.abs(l.y*T.scaleY/d.scaleY));a=T.scaleX*O,s=T.scaleY*O}else a=Math.abs(o.x*d.scaleX/l.x),s=Math.abs(o.y*d.scaleY/l.y);p(e)&&(a*=2,s*=2),e.signX!==h&&"y"!==b&&(e.originX=c[e.originX],a*=-1,e.signX=h),e.signY!==f&&"x"!==b&&(e.originY=c[e.originY],s*=-1,e.signY=f)}var j=d.scaleX,k=d.scaleY;return b?("x"===b&&d.set("scaleX",a),"y"===b&&d.set("scaleY",s)):(m||d.set("scaleX",a),y||d.set("scaleY",s)),j!==d.scaleX||k!==d.scaleY}n.scaleCursorStyleHandler=function(t,e,r){var n=g(t,r),o="";return(0!==e.x&&0===e.y?o="x":0===e.x&&0!==e.y&&(o="y"),v(r,o,n))?"not-allowed":i[f(r,e)]+"-resize"},n.skewCursorStyleHandler=function(t,e,i){return 0!==e.x&&i.lockSkewingY||0!==e.y&&i.lockSkewingX?"not-allowed":r[f(i,e)%4]+"-resize"},n.scaleSkewCursorStyleHandler=function(t,e,i){return t[i.canvas.altActionKey]?n.skewCursorStyleHandler(t,e,i):n.scaleCursorStyleHandler(t,e,i)},n.rotationWithSnapping=b("rotating",y(function(t,e,i,r){var n=e.target,o=n.translateToOriginPoint(n.getCenterPoint(),e.originX,e.originY);if(n.lockRotation)return!1;var a=Math.atan2(e.ey-o.y,e.ex-o.x),s=h(Math.atan2(r-o.y,i-o.x)-a+e.theta),l=!0;if(n.snapAngle>0){var c=n.snapAngle,u=n.snapThreshold||c,f=Math.ceil(s/c)*c,d=Math.floor(s/c)*c;Math.abs(s-d)0?o:a:(c>0&&(n="top"===h?o:a),c<0&&(n="top"===h?a:o),x(s)&&(n=n===o?a:o)),e.originX=n,b("skewing",y(w))(t,e,i,r))},n.skewHandlerY=function(t,e,i,r){var n,a=e.target,c=a.skewY,h=e.originX;return!a.lockSkewingY&&(0===c?n=_(e,l,l,i,r).y>0?"top":s:(c>0&&(n=h===o?"top":s),c<0&&(n=h===o?s:"top"),x(a)&&(n="top"===n?s:"top")),e.originY=n,b("skewing",y(S))(t,e,i,r))},n.dragHandler=function(t,e,i,r){var n=e.target,o=i-e.offsetX,a=r-e.offsetY,s=!n.get("lockMovementX")&&n.left!==o,l=!n.get("lockMovementY")&&n.top!==a;return s&&n.set("left",o),l&&n.set("top",a),(s||l)&&d("moving",m(t,e,i,r)),s||l},n.scaleOrSkewActionName=function(t,e,i){var r=t[i.canvas.altActionKey];return 0===e.x?r?"skewX":"scaleY":0===e.y?r?"skewY":"scaleX":void 0},n.rotationStyleHandler=function(t,e,i){return i.lockRotation?"not-allowed":e.cursorStyle},n.fireEvent=d,n.wrapWithFixedAnchor=y,n.wrapWithFireEvent=b,n.getLocalPoint=_,e.controlsUtils=n}(e),F=(E=(P=e).fabric||(P.fabric={})).util.degreesToRadians,(D=E.controlsUtils).renderCircleControl=function(t,e,i,r,n){r=r||{};var o,a=this.sizeX||r.cornerSize||n.cornerSize,s=this.sizeY||r.cornerSize||n.cornerSize,l=void 0!==r.transparentCorners?r.transparentCorners:n.transparentCorners,c=!l&&(r.cornerStrokeColor||n.cornerStrokeColor),h=e,u=i;t.save(),t.fillStyle=r.cornerColor||n.cornerColor,t.strokeStyle=r.cornerStrokeColor||n.cornerStrokeColor,a>s?(o=a,t.scale(1,s/a),u=i*a/s):s>a?(o=s,t.scale(a/s,1),h=e*s/a):o=a,t.lineWidth=1,t.beginPath(),t.arc(h,u,o/2,0,2*Math.PI,!1),t[l?"stroke":"fill"](),c&&t.stroke(),t.restore()},D.renderSquareControl=function(t,e,i,r,n){r=r||{};var o=this.sizeX||r.cornerSize||n.cornerSize,a=this.sizeY||r.cornerSize||n.cornerSize,s=void 0!==r.transparentCorners?r.transparentCorners:n.transparentCorners,l=!s&&(r.cornerStrokeColor||n.cornerStrokeColor),c=o/2,h=a/2;t.save(),t.fillStyle=r.cornerColor||n.cornerColor,t.strokeStyle=r.cornerStrokeColor||n.cornerStrokeColor,t.lineWidth=1,t.translate(e,i),t.rotate(F(n.angle)),t[(s?"stroke":"fill")+"Rect"](-c,-h,o,a),l&&t.strokeRect(-c,-h,o,a),t.restore()},(A=(M=e).fabric||(M.fabric={})).Control=function(t){for(var e in t)this[e]=t[e]},A.Control.prototype={visible:!0,actionName:"scale",angle:0,x:0,y:0,offsetX:0,offsetY:0,sizeX:null,sizeY:null,touchSizeX:null,touchSizeY:null,cursorStyle:"crosshair",withConnection:!1,actionHandler:function(){},mouseDownHandler:function(){},mouseUpHandler:function(){},getActionHandler:function(){return this.actionHandler},getMouseDownHandler:function(){return this.mouseDownHandler},getMouseUpHandler:function(){return this.mouseUpHandler},cursorStyleHandler:function(t,e){return e.cursorStyle},getActionName:function(t,e){return e.actionName},getVisibility:function(t,e){var i=t._controlsVisibility;return i&&void 0!==i[e]?i[e]:this.visible},setVisibility:function(t){this.visible=t},positionHandler:function(t,e){return A.util.transformPoint({x:this.x*t.x+this.offsetX,y:this.y*t.y+this.offsetY},e)},calcCornerCoords:function(t,e,i,r,n){var o,a,s,l,c=n?this.touchSizeX:this.sizeX,h=n?this.touchSizeY:this.sizeY;if(c&&h&&c!==h){var u=Math.atan2(h,c),f=Math.sqrt(c*c+h*h)/2,d=u-A.util.degreesToRadians(t),g=Math.PI/2-u-A.util.degreesToRadians(t);o=f*A.util.cos(d),a=f*A.util.sin(d),s=f*A.util.cos(g),l=f*A.util.sin(g)}else{f=.7071067812*(c&&h?c:e);var d=A.util.degreesToRadians(45-t);o=s=f*A.util.cos(d),a=l=f*A.util.sin(d)}return{tl:{x:i-l,y:r-s},tr:{x:i+o,y:r-a},bl:{x:i-o,y:r+a},br:{x:i+l,y:r+s}}},render:function(t,e,i,r,n){"circle"===((r=r||{}).cornerStyle||n.cornerStyle)?A.controlsUtils.renderCircleControl.call(this,t,e,i,r,n):A.controlsUtils.renderSquareControl.call(this,t,e,i,r,n)}},function(){"use strict";if(ec.StaticCanvas){ec.warn("fabric.StaticCanvas is already defined.");return}var t=ec.util.object.extend,e=ec.util.getElementOffset,i=ec.util.removeFromArray,r=(ec.util.toFixed,ec.util.transformPoint),n=ec.util.invertTransform,o=ec.util.getNodeCanvas,a=ec.util.createCanvasElement,s=Error("Could not initialize `canvas` element");ec.StaticCanvas=ec.util.createClass(ec.CommonMethods,{initialize:function(t,e){e||(e={}),this.renderAndResetBound=this.renderAndReset.bind(this),this.requestRenderAllBound=this.requestRenderAll.bind(this),this._initStatic(t,e)},backgroundColor:"",backgroundImage:null,overlayColor:"",overlayImage:null,includeDefaultValues:!0,stateful:!1,renderOnAddRemove:!0,controlsAboveOverlay:!1,allowTouchScrolling:!1,imageSmoothingEnabled:!0,viewportTransform:ec.iMatrix.concat(),backgroundVpt:!0,overlayVpt:!0,enableRetinaScaling:!0,vptCoords:{},skipOffscreen:!0,clipPath:void 0,_initStatic:function(t,e){var i=this.requestRenderAllBound;this._objects=[],this._createLowerCanvas(t),this._initOptions(e),this.interactive||this._initRetinaScaling(),e.overlayImage&&this.setOverlayImage(e.overlayImage,i),e.backgroundImage&&this.setBackgroundImage(e.backgroundImage,i),e.backgroundColor&&this.setBackgroundColor(e.backgroundColor,i),e.overlayColor&&this.setOverlayColor(e.overlayColor,i),this.calcOffset()},_isRetinaScaling:function(){return ec.devicePixelRatio>1&&this.enableRetinaScaling},getRetinaScaling:function(){return this._isRetinaScaling()?Math.max(1,ec.devicePixelRatio):1},_initRetinaScaling:function(){if(this._isRetinaScaling()){var t=ec.devicePixelRatio;this.__initRetinaScaling(t,this.lowerCanvasEl,this.contextContainer),this.upperCanvasEl&&this.__initRetinaScaling(t,this.upperCanvasEl,this.contextTop)}},__initRetinaScaling:function(t,e,i){e.setAttribute("width",this.width*t),e.setAttribute("height",this.height*t),i.scale(t,t)},calcOffset:function(){return this._offset=e(this.lowerCanvasEl),this},setOverlayImage:function(t,e,i){return this.__setBgOverlayImage("overlayImage",t,e,i)},setBackgroundImage:function(t,e,i){return this.__setBgOverlayImage("backgroundImage",t,e,i)},setOverlayColor:function(t,e){return this.__setBgOverlayColor("overlayColor",t,e)},setBackgroundColor:function(t,e){return this.__setBgOverlayColor("backgroundColor",t,e)},__setBgOverlayImage:function(t,e,i,r){return"string"==typeof e?ec.util.loadImage(e,function(e,n){if(e){var o=new ec.Image(e,r);this[t]=o,o.canvas=this}i&&i(e,n)},this,r&&r.crossOrigin):(r&&e.setOptions(r),this[t]=e,e&&(e.canvas=this),i&&i(e,!1)),this},__setBgOverlayColor:function(t,e,i){return this[t]=e,this._initGradient(e,t),this._initPattern(e,t,i),this},_createCanvasElement:function(){var t=a();if(!t||(t.style||(t.style={}),void 0===t.getContext))throw s;return t},_initOptions:function(t){var e=this.lowerCanvasEl;this._setOptions(t),this.width=this.width||parseInt(e.width,10)||0,this.height=this.height||parseInt(e.height,10)||0,this.lowerCanvasEl.style&&(e.width=this.width,e.height=this.height,e.style.width=this.width+"px",e.style.height=this.height+"px",this.viewportTransform=this.viewportTransform.slice())},_createLowerCanvas:function(t){t&&t.getContext?this.lowerCanvasEl=t:this.lowerCanvasEl=ec.util.getById(t)||this._createCanvasElement(),ec.util.addClass(this.lowerCanvasEl,"lower-canvas"),this._originalCanvasStyle=this.lowerCanvasEl.style,this.interactive&&this._applyCanvasStyle(this.lowerCanvasEl),this.contextContainer=this.lowerCanvasEl.getContext("2d")},getWidth:function(){return this.width},getHeight:function(){return this.height},setWidth:function(t,e){return this.setDimensions({width:t},e)},setHeight:function(t,e){return this.setDimensions({height:t},e)},setDimensions:function(t,e){var i;for(var r in e=e||{},t)i=t[r],e.cssOnly||(this._setBackstoreDimension(r,t[r]),i+="px",this.hasLostContext=!0),e.backstoreOnly||this._setCssDimension(r,i);return this._isCurrentlyDrawing&&this.freeDrawingBrush&&this.freeDrawingBrush._setBrushStyles(this.contextTop),this._initRetinaScaling(),this.calcOffset(),e.cssOnly||this.requestRenderAll(),this},_setBackstoreDimension:function(t,e){return this.lowerCanvasEl[t]=e,this.upperCanvasEl&&(this.upperCanvasEl[t]=e),this.cacheCanvasEl&&(this.cacheCanvasEl[t]=e),this[t]=e,this},_setCssDimension:function(t,e){return this.lowerCanvasEl.style[t]=e,this.upperCanvasEl&&(this.upperCanvasEl.style[t]=e),this.wrapperEl&&(this.wrapperEl.style[t]=e),this},getZoom:function(){return this.viewportTransform[0]},setViewportTransform:function(t){var e,i,r,n=this._activeObject,o=this.backgroundImage,a=this.overlayImage;for(i=0,this.viewportTransform=t,r=this._objects.length;i0+c&&(a=o-1,i(this._objects,n),this._objects.splice(a,0,n)),c++;else 0!==(o=this._objects.indexOf(t))&&(a=this._findNewLowerIndex(t,o,e),i(this._objects,t),this._objects.splice(a,0,t));return this.renderOnAddRemove&&this.requestRenderAll(),this},_findNewLowerIndex:function(t,e,i){var r,n;if(i){for(r=e,n=e-1;n>=0;--n)if(t.intersectsWithObject(this._objects[n])||t.isContainedWithinObject(this._objects[n])||this._objects[n].isContainedWithinObject(t)){r=n;break}}else r=e-1;return r},bringForward:function(t,e){if(!t)return this;var r,n,o,a,s,l=this._activeObject,c=0;if(t===l&&"activeSelection"===t.type)for(r=(s=l._objects).length;r--;)n=s[r],(o=this._objects.indexOf(n))"}}),t(ec.StaticCanvas.prototype,ec.Observable),t(ec.StaticCanvas.prototype,ec.Collection),t(ec.StaticCanvas.prototype,ec.DataURLExporter),t(ec.StaticCanvas,{EMPTY_JSON:'{"objects": [], "background": "white"}',supports:function(t){var e=a();if(!e||!e.getContext)return null;var i=e.getContext("2d");return i&&"setLineDash"===t?void 0!==i.setLineDash:null}}),ec.StaticCanvas.prototype.toJSON=ec.StaticCanvas.prototype.toObject,ec.isLikelyNode&&(ec.StaticCanvas.prototype.createPNGStream=function(){var t=o(this.lowerCanvasEl);return t&&t.createPNGStream()},ec.StaticCanvas.prototype.createJPEGStream=function(t){var e=o(this.lowerCanvasEl);return e&&e.createJPEGStream(t)})}(),ec.BaseBrush=ec.util.createClass({color:"rgb(0, 0, 0)",width:1,shadow:null,strokeLineCap:"round",strokeLineJoin:"round",strokeMiterLimit:10,strokeDashArray:null,limitedToCanvasSize:!1,_setBrushStyles:function(t){t.strokeStyle=this.color,t.lineWidth=this.width,t.lineCap=this.strokeLineCap,t.miterLimit=this.strokeMiterLimit,t.lineJoin=this.strokeLineJoin,t.setLineDash(this.strokeDashArray||[])},_saveAndTransform:function(t){var e=this.canvas.viewportTransform;t.save(),t.transform(e[0],e[1],e[2],e[3],e[4],e[5])},_setShadow:function(){if(this.shadow){var t=this.canvas,e=this.shadow,i=t.contextTop,r=t.getZoom();t&&t._isRetinaScaling()&&(r*=ec.devicePixelRatio),i.shadowColor=e.color,i.shadowBlur=e.blur*r,i.shadowOffsetX=e.offsetX*r,i.shadowOffsetY=e.offsetY*r}},needsFullRender:function(){return 1>new ec.Color(this.color).getAlpha()||!!this.shadow},_resetShadow:function(){var t=this.canvas.contextTop;t.shadowColor="",t.shadowBlur=t.shadowOffsetX=t.shadowOffsetY=0},_isOutSideCanvas:function(t){return t.x<0||t.x>this.canvas.getWidth()||t.y<0||t.y>this.canvas.getHeight()}}),ec.PencilBrush=ec.util.createClass(ec.BaseBrush,{decimate:.4,drawStraightLine:!1,straightLineKey:"shiftKey",initialize:function(t){this.canvas=t,this._points=[]},needsFullRender:function(){return this.callSuper("needsFullRender")||this._hasStraightLine},_drawSegment:function(t,e,i){var r=e.midPointFrom(i);return t.quadraticCurveTo(e.x,e.y,r.x,r.y),r},onMouseDown:function(t,e){this.canvas._isMainEvent(e.e)&&(this.drawStraightLine=e.e[this.straightLineKey],this._prepareForDrawing(t),this._captureDrawingPath(t),this._render())},onMouseMove:function(t,e){if(this.canvas._isMainEvent(e.e)&&(this.drawStraightLine=e.e[this.straightLineKey],!(!0===this.limitedToCanvasSize&&this._isOutSideCanvas(t))&&this._captureDrawingPath(t)&&this._points.length>1)){if(this.needsFullRender())this.canvas.clearContext(this.canvas.contextTop),this._render();else{var i=this._points,r=i.length,n=this.canvas.contextTop;this._saveAndTransform(n),this.oldEnd&&(n.beginPath(),n.moveTo(this.oldEnd.x,this.oldEnd.y)),this.oldEnd=this._drawSegment(n,i[r-2],i[r-1],!0),n.stroke(),n.restore()}}},onMouseUp:function(t){return!this.canvas._isMainEvent(t.e)||(this.drawStraightLine=!1,this.oldEnd=void 0,this._finalizeAndAddPath(),!1)},_prepareForDrawing:function(t){var e=new ec.Point(t.x,t.y);this._reset(),this._addPoint(e),this.canvas.contextTop.moveTo(e.x,e.y)},_addPoint:function(t){return!(this._points.length>1&&t.eq(this._points[this._points.length-1]))&&(this.drawStraightLine&&this._points.length>1&&(this._hasStraightLine=!0,this._points.pop()),this._points.push(t),!0)},_reset:function(){this._points=[],this._setBrushStyles(this.canvas.contextTop),this._setShadow(),this._hasStraightLine=!1},_captureDrawingPath:function(t){var e=new ec.Point(t.x,t.y);return this._addPoint(e)},_render:function(t){var e,i,r=this._points[0],n=this._points[1];if(t=t||this.canvas.contextTop,this._saveAndTransform(t),t.beginPath(),2===this._points.length&&r.x===n.x&&r.y===n.y){var o=this.width/1e3;r=new ec.Point(r.x,r.y),n=new ec.Point(n.x,n.y),r.x-=o,n.x+=o}for(t.moveTo(r.x,r.y),e=1,i=this._points.length;e=r&&a.push(o=t[i]);return a.push(t[n]),a},_finalizeAndAddPath:function(){this.canvas.contextTop.closePath(),this.decimate&&(this._points=this.decimatePoints(this._points,this.decimate));var t=this.convertPointsToSVGPath(this._points);if(this._isEmptySVGPath(t)){this.canvas.requestRenderAll();return}var e=this.createPath(t);this.canvas.clearContext(this.canvas.contextTop),this.canvas.fire("before:path:created",{path:e}),this.canvas.add(e),this.canvas.requestRenderAll(),e.setCoords(),this._resetShadow(),this.canvas.fire("path:created",{path:e})}}),ec.CircleBrush=ec.util.createClass(ec.BaseBrush,{width:10,initialize:function(t){this.canvas=t,this.points=[]},drawDot:function(t){var e=this.addPoint(t),i=this.canvas.contextTop;this._saveAndTransform(i),this.dot(i,e),i.restore()},dot:function(t,e){t.fillStyle=e.fill,t.beginPath(),t.arc(e.x,e.y,e.radius,0,2*Math.PI,!1),t.closePath(),t.fill()},onMouseDown:function(t){this.points.length=0,this.canvas.clearContext(this.canvas.contextTop),this._setShadow(),this.drawDot(t)},_render:function(){var t,e,i=this.canvas.contextTop,r=this.points;for(this._saveAndTransform(i),t=0,e=r.length;t0&&!this.preserveObjectStacking){e=[],i=[];for(var n=0,o=this._objects.length;n1&&(this._activeObject._objects=i),e.push.apply(e,i)}else e=this._objects;return e},renderAll:function(){!this.contextTopDirty||this._groupSelector||this.isDrawingMode||(this.clearContext(this.contextTop),this.contextTopDirty=!1),this.hasLostContext&&(this.renderTopLayer(this.contextTop),this.hasLostContext=!1);var t=this.contextContainer;return this.renderCanvas(t,this._chooseObjectsToRender()),this},renderTopLayer:function(t){t.save(),this.isDrawingMode&&this._isCurrentlyDrawing&&(this.freeDrawingBrush&&this.freeDrawingBrush._render(),this.contextTopDirty=!0),this.selection&&this._groupSelector&&(this._drawSelection(t),this.contextTopDirty=!0),t.restore()},renderTop:function(){var t=this.contextTop;return this.clearContext(t),this.renderTopLayer(t),this.fire("after:render"),this},_normalizePointer:function(t,e){var i=t.calcTransformMatrix(),r=ec.util.invertTransform(i),n=this.restorePointerVpt(e);return ec.util.transformPoint(n,r)},isTargetTransparent:function(t,e,i){if(t.shouldCache()&&t._cacheCanvas&&t!==this._activeObject){var r=this._normalizePointer(t,{x:e,y:i}),n=Math.max(t.cacheTranslationX+r.x*t.zoomX,0),o=Math.max(t.cacheTranslationY+r.y*t.zoomY,0),a=ec.util.isTransparent(t._cacheContext,Math.round(n),Math.round(o),this.targetFindTolerance);return a}var s=this.contextCache,l=t.selectionBackgroundColor,c=this.viewportTransform;t.selectionBackgroundColor="",this.clearContext(s),s.save(),s.transform(c[0],c[1],c[2],c[3],c[4],c[5]),t.render(s),s.restore(),t.selectionBackgroundColor=l;var a=ec.util.isTransparent(s,e,i,this.targetFindTolerance);return a},_isSelectionKeyPressed:function(t){return Array.isArray(this.selectionKey)?!!this.selectionKey.find(function(e){return!0===t[e]}):t[this.selectionKey]},_shouldClearSelection:function(t,e){var i=this.getActiveObjects(),r=this._activeObject;return!e||e&&r&&i.length>1&&-1===i.indexOf(e)&&r!==e&&!this._isSelectionKeyPressed(t)||e&&!e.evented||e&&!e.selectable&&r&&r!==e},_shouldCenterTransform:function(t,e,i){var r;if(t)return"scale"===e||"scaleX"===e||"scaleY"===e||"resizing"===e?r=this.centeredScaling||t.centeredScaling:"rotate"===e&&(r=this.centeredRotation||t.centeredRotation),r?!i:i},_getOriginFromCorner:function(t,e){var i={x:t.originX,y:t.originY};return"ml"===e||"tl"===e||"bl"===e?i.x="right":("mr"===e||"tr"===e||"br"===e)&&(i.x="left"),"tl"===e||"mt"===e||"tr"===e?i.y="bottom":("bl"===e||"mb"===e||"br"===e)&&(i.y="top"),i},_getActionFromCorner:function(t,e,i,r){if(!e||!t)return"drag";var n=r.controls[e];return n.getActionName(i,n,r)},_setupCurrentTransform:function(t,i,r){if(i){var n=this.getPointer(t),o=i.__corner,a=i.controls[o],s=r&&o?a.getActionHandler(t,i,a):ec.controlsUtils.dragHandler,l=this._getActionFromCorner(r,o,t,i),c=this._getOriginFromCorner(i,o),h=t[this.centeredKey],u={target:i,action:l,actionHandler:s,corner:o,scaleX:i.scaleX,scaleY:i.scaleY,skewX:i.skewX,skewY:i.skewY,offsetX:n.x-i.left,offsetY:n.y-i.top,originX:c.x,originY:c.y,ex:n.x,ey:n.y,lastX:n.x,lastY:n.y,theta:e(i.angle),width:i.width*i.scaleX,shiftKey:t.shiftKey,altKey:h,original:ec.util.saveObjectTransform(i)};this._shouldCenterTransform(i,l,h)&&(u.originX="center",u.originY="center"),u.original.originX=c.x,u.original.originY=c.y,this._currentTransform=u,this._beforeTransform(t)}},setCursor:function(t){this.upperCanvasEl.style.cursor=t},_drawSelection:function(t){var e=this._groupSelector,i=new ec.Point(e.ex,e.ey),r=ec.util.transformPoint(i,this.viewportTransform),n=new ec.Point(e.ex+e.left,e.ey+e.top),o=ec.util.transformPoint(n,this.viewportTransform),a=Math.min(r.x,o.x),s=Math.min(r.y,o.y),l=Math.max(r.x,o.x),c=Math.max(r.y,o.y),h=this.selectionLineWidth/2;this.selectionColor&&(t.fillStyle=this.selectionColor,t.fillRect(a,s,l-a,c-s)),this.selectionLineWidth&&this.selectionBorderColor&&(t.lineWidth=this.selectionLineWidth,t.strokeStyle=this.selectionBorderColor,a+=h,s+=h,l-=h,c-=h,ec.Object.prototype._setLineDash.call(this,t,this.selectionDashArray),t.strokeRect(a,s,l-a,c-s))},findTarget:function(t,e){if(!this.skipTargetFind){var r,n,o=this.getPointer(t,!0),a=this._activeObject,s=this.getActiveObjects(),l=i(t),c=s.length>1&&!e||1===s.length;if(this.targets=[],c&&a._findTargetCorner(o,l)||s.length>1&&!e&&a===this._searchPossibleTargets([a],o))return a;if(1===s.length&&a===this._searchPossibleTargets([a],o)){if(!this.preserveObjectStacking)return a;r=a,n=this.targets,this.targets=[]}var h=this._searchPossibleTargets(this._objects,o);return t[this.altSelectionKey]&&h&&r&&h!==r&&(h=r,this.targets=n),h}},_checkTarget:function(t,e,i){if(e&&e.visible&&e.evented&&e.containsPoint(t)&&(!this.perPixelTargetFind&&!e.perPixelTargetFind||e.isEditing||!this.isTargetTransparent(e,i.x,i.y)))return!0},_searchPossibleTargets:function(t,e){for(var i,r,n=t.length;n--;){var o=t[n],a=o.group?this._normalizePointer(o.group,e):e;if(this._checkTarget(a,o,e)){(i=t[n]).subTargetCheck&&i instanceof ec.Group&&(r=this._searchPossibleTargets(i._objects,e))&&this.targets.push(r);break}}return i},restorePointerVpt:function(t){return ec.util.transformPoint(t,ec.util.invertTransform(this.viewportTransform))},getPointer:function(e,i){if(this._absolutePointer&&!i)return this._absolutePointer;if(this._pointer&&i)return this._pointer;var r,n=t(e),o=this.upperCanvasEl,a=o.getBoundingClientRect(),s=a.width||0,l=a.height||0;(!s||!l)&&("top"in a&&"bottom"in a&&(l=Math.abs(a.top-a.bottom)),"right"in a&&"left"in a&&(s=Math.abs(a.right-a.left))),this.calcOffset(),n.x=n.x-this._offset.left,n.y=n.y-this._offset.top,i||(n=this.restorePointerVpt(n));var c=this.getRetinaScaling();return 1!==c&&(n.x/=c,n.y/=c),r=0===s||0===l?{width:1,height:1}:{width:o.width/s,height:o.height/l},{x:n.x*r.width,y:n.y*r.height}},_createUpperCanvas:function(){var t=this.lowerCanvasEl.className.replace(/\s*lower-canvas\s*/,""),e=this.lowerCanvasEl,i=this.upperCanvasEl;i?i.className="":(i=this._createCanvasElement(),this.upperCanvasEl=i),ec.util.addClass(i,"upper-canvas "+t),this.wrapperEl.appendChild(i),this._copyCanvasStyle(e,i),this._applyCanvasStyle(i),this.contextTop=i.getContext("2d")},getTopContext:function(){return this.contextTop},_createCacheCanvas:function(){this.cacheCanvasEl=this._createCanvasElement(),this.cacheCanvasEl.setAttribute("width",this.width),this.cacheCanvasEl.setAttribute("height",this.height),this.contextCache=this.cacheCanvasEl.getContext("2d")},_initWrapperElement:function(){this.wrapperEl=ec.util.wrapElement(this.lowerCanvasEl,"div",{class:this.containerClass}),ec.util.setStyle(this.wrapperEl,{width:this.width+"px",height:this.height+"px",position:"relative"}),ec.util.makeElementUnselectable(this.wrapperEl)},_applyCanvasStyle:function(t){var e=this.width||t.width,i=this.height||t.height;ec.util.setStyle(t,{position:"absolute",width:e+"px",height:i+"px",left:0,top:0,"touch-action":this.allowTouchScrolling?"manipulation":"none","-ms-touch-action":this.allowTouchScrolling?"manipulation":"none"}),t.width=e,t.height=i,ec.util.makeElementUnselectable(t)},_copyCanvasStyle:function(t,e){e.style.cssText=t.style.cssText},getSelectionContext:function(){return this.contextTop},getSelectionElement:function(){return this.upperCanvasEl},getActiveObject:function(){return this._activeObject},getActiveObjects:function(){var t=this._activeObject;return t?"activeSelection"===t.type&&t._objects?t._objects.slice(0):[t]:[]},_onObjectRemoved:function(t){t===this._activeObject&&(this.fire("before:selection:cleared",{target:t}),this._discardActiveObject(),this.fire("selection:cleared",{target:t}),t.fire("deselected")),t===this._hoveredTarget&&(this._hoveredTarget=null,this._hoveredTargets=[]),this.callSuper("_onObjectRemoved",t)},_fireSelectionEvents:function(t,e){var i=!1,r=this.getActiveObjects(),n=[],o=[];t.forEach(function(t){-1===r.indexOf(t)&&(i=!0,t.fire("deselected",{e:e,target:t}),o.push(t))}),r.forEach(function(r){-1===t.indexOf(r)&&(i=!0,r.fire("selected",{e:e,target:r}),n.push(r))}),t.length>0&&r.length>0?i&&this.fire("selection:updated",{e:e,selected:n,deselected:o}):r.length>0?this.fire("selection:created",{e:e,selected:n}):t.length>0&&this.fire("selection:cleared",{e:e,deselected:o})},setActiveObject:function(t,e){var i=this.getActiveObjects();return this._setActiveObject(t,e),this._fireSelectionEvents(i,e),this},_setActiveObject:function(t,e){return!(this._activeObject===t||!this._discardActiveObject(e,t)||t.onSelect({e:e}))&&(this._activeObject=t,!0)},_discardActiveObject:function(t,e){var i=this._activeObject;if(i){if(i.onDeselect({e:t,object:e}))return!1;this._activeObject=null}return!0},discardActiveObject:function(t){var e=this.getActiveObjects(),i=this.getActiveObject();return e.length&&this.fire("before:selection:cleared",{target:i,e:t}),this._discardActiveObject(t),this._fireSelectionEvents(e,t),this},dispose:function(){var t=this.wrapperEl;return this.removeListeners(),t.removeChild(this.upperCanvasEl),t.removeChild(this.lowerCanvasEl),this.contextCache=null,this.contextTop=null,["upperCanvasEl","cacheCanvasEl"].forEach((function(t){ec.util.cleanUpJsdomNode(this[t]),this[t]=void 0}).bind(this)),t.parentNode&&t.parentNode.replaceChild(this.lowerCanvasEl,this.wrapperEl),delete this.wrapperEl,ec.StaticCanvas.prototype.dispose.call(this),this},clear:function(){return this.discardActiveObject(),this.clearContext(this.contextTop),this.callSuper("clear")},drawControls:function(t){var e=this._activeObject;e&&e._renderControls(t)},_toObject:function(t,e,i){var r=this._realizeGroupTransformOnObject(t),n=this.callSuper("_toObject",t,e,i);return this._unwindGroupTransformOnObject(t,r),n},_realizeGroupTransformOnObject:function(t){if(!t.group||"activeSelection"!==t.group.type||this._activeObject!==t.group)return null;var e={};return["angle","flipX","flipY","left","scaleX","scaleY","skewX","skewY","top"].forEach(function(i){e[i]=t[i]}),ec.util.addTransformToObject(t,this._activeObject.calcOwnMatrix()),e},_unwindGroupTransformOnObject:function(t,e){e&&t.set(e)},_setSVGObject:function(t,e,i){var r=this._realizeGroupTransformOnObject(e);this.callSuper("_setSVGObject",t,e,i),this._unwindGroupTransformOnObject(e,r)},setViewportTransform:function(t){this.renderOnAddRemove&&this._activeObject&&this._activeObject.isEditing&&this._activeObject.clearContextTop(),ec.StaticCanvas.prototype.setViewportTransform.call(this,t)}}),ec.StaticCanvas)"prototype"!==r&&(ec.Canvas[r]=ec.StaticCanvas[r])}(),function(){var t=ec.util.addListener,e=ec.util.removeListener,i={passive:!1};function r(t,e){return t.button&&t.button===e-1}ec.util.object.extend(ec.Canvas.prototype,{mainTouchId:null,_initEventListeners:function(){this.removeListeners(),this._bindEvents(),this.addOrRemove(t,"add")},_getEventPrefix:function(){return this.enablePointerEvents?"pointer":"mouse"},addOrRemove:function(t,e){var r=this.upperCanvasEl,n=this._getEventPrefix();t(ec.window,"resize",this._onResize),t(r,n+"down",this._onMouseDown),t(r,n+"move",this._onMouseMove,i),t(r,n+"out",this._onMouseOut),t(r,n+"enter",this._onMouseEnter),t(r,"wheel",this._onMouseWheel),t(r,"contextmenu",this._onContextMenu),t(r,"dblclick",this._onDoubleClick),t(r,"dragover",this._onDragOver),t(r,"dragenter",this._onDragEnter),t(r,"dragleave",this._onDragLeave),t(r,"drop",this._onDrop),this.enablePointerEvents||t(r,"touchstart",this._onTouchStart,i),"undefined"!=typeof eventjs&&e in eventjs&&(eventjs[e](r,"gesture",this._onGesture),eventjs[e](r,"drag",this._onDrag),eventjs[e](r,"orientation",this._onOrientationChange),eventjs[e](r,"shake",this._onShake),eventjs[e](r,"longpress",this._onLongPress))},removeListeners:function(){this.addOrRemove(e,"remove");var t=this._getEventPrefix();e(ec.document,t+"up",this._onMouseUp),e(ec.document,"touchend",this._onTouchEnd,i),e(ec.document,t+"move",this._onMouseMove,i),e(ec.document,"touchmove",this._onMouseMove,i)},_bindEvents:function(){this.eventsBound||(this._onMouseDown=this._onMouseDown.bind(this),this._onTouchStart=this._onTouchStart.bind(this),this._onMouseMove=this._onMouseMove.bind(this),this._onMouseUp=this._onMouseUp.bind(this),this._onTouchEnd=this._onTouchEnd.bind(this),this._onResize=this._onResize.bind(this),this._onGesture=this._onGesture.bind(this),this._onDrag=this._onDrag.bind(this),this._onShake=this._onShake.bind(this),this._onLongPress=this._onLongPress.bind(this),this._onOrientationChange=this._onOrientationChange.bind(this),this._onMouseWheel=this._onMouseWheel.bind(this),this._onMouseOut=this._onMouseOut.bind(this),this._onMouseEnter=this._onMouseEnter.bind(this),this._onContextMenu=this._onContextMenu.bind(this),this._onDoubleClick=this._onDoubleClick.bind(this),this._onDragOver=this._onDragOver.bind(this),this._onDragEnter=this._simpleEventHandler.bind(this,"dragenter"),this._onDragLeave=this._simpleEventHandler.bind(this,"dragleave"),this._onDrop=this._onDrop.bind(this),this.eventsBound=!0)},_onGesture:function(t,e){this.__onTransformGesture&&this.__onTransformGesture(t,e)},_onDrag:function(t,e){this.__onDrag&&this.__onDrag(t,e)},_onMouseWheel:function(t){this.__onMouseWheel(t)},_onMouseOut:function(t){var e=this._hoveredTarget;this.fire("mouse:out",{target:e,e:t}),this._hoveredTarget=null,e&&e.fire("mouseout",{e:t});var i=this;this._hoveredTargets.forEach(function(r){i.fire("mouse:out",{target:e,e:t}),r&&e.fire("mouseout",{e:t})}),this._hoveredTargets=[],this._iTextInstances&&this._iTextInstances.forEach(function(t){t.isEditing&&t.hiddenTextarea.focus()})},_onMouseEnter:function(t){this._currentTransform||this.findTarget(t)||(this.fire("mouse:over",{target:null,e:t}),this._hoveredTarget=null,this._hoveredTargets=[])},_onOrientationChange:function(t,e){this.__onOrientationChange&&this.__onOrientationChange(t,e)},_onShake:function(t,e){this.__onShake&&this.__onShake(t,e)},_onLongPress:function(t,e){this.__onLongPress&&this.__onLongPress(t,e)},_onDragOver:function(t){t.preventDefault();var e=this._simpleEventHandler("dragover",t);this._fireEnterLeaveEvents(e,t)},_onDrop:function(t){return this._simpleEventHandler("drop:before",t),this._simpleEventHandler("drop",t)},_onContextMenu:function(t){return this.stopContextMenu&&(t.stopPropagation(),t.preventDefault()),!1},_onDoubleClick:function(t){this._cacheTransformEventData(t),this._handleEvent(t,"dblclick"),this._resetTransformEventData(t)},getPointerId:function(t){var e=t.changedTouches;return e?e[0]&&e[0].identifier:this.enablePointerEvents?t.pointerId:-1},_isMainEvent:function(t){return!0===t.isPrimary||!1!==t.isPrimary&&("touchend"===t.type&&0===t.touches.length||!t.changedTouches||t.changedTouches[0].identifier===this.mainTouchId)},_onTouchStart:function(r){r.preventDefault(),null===this.mainTouchId&&(this.mainTouchId=this.getPointerId(r)),this.__onMouseDown(r),this._resetTransformEventData();var n=this.upperCanvasEl,o=this._getEventPrefix();t(ec.document,"touchend",this._onTouchEnd,i),t(ec.document,"touchmove",this._onMouseMove,i),e(n,o+"down",this._onMouseDown)},_onMouseDown:function(r){this.__onMouseDown(r),this._resetTransformEventData();var n=this.upperCanvasEl,o=this._getEventPrefix();e(n,o+"move",this._onMouseMove,i),t(ec.document,o+"up",this._onMouseUp),t(ec.document,o+"move",this._onMouseMove,i)},_onTouchEnd:function(r){if(!(r.touches.length>0)){this.__onMouseUp(r),this._resetTransformEventData(),this.mainTouchId=null;var n=this._getEventPrefix();e(ec.document,"touchend",this._onTouchEnd,i),e(ec.document,"touchmove",this._onMouseMove,i);var o=this;this._willAddMouseDown&&clearTimeout(this._willAddMouseDown),this._willAddMouseDown=setTimeout(function(){t(o.upperCanvasEl,n+"down",o._onMouseDown),o._willAddMouseDown=0},400)}},_onMouseUp:function(r){this.__onMouseUp(r),this._resetTransformEventData();var n=this.upperCanvasEl,o=this._getEventPrefix();this._isMainEvent(r)&&(e(ec.document,o+"up",this._onMouseUp),e(ec.document,o+"move",this._onMouseMove,i),t(n,o+"move",this._onMouseMove,i))},_onMouseMove:function(t){!this.allowTouchScrolling&&t.preventDefault&&t.preventDefault(),this.__onMouseMove(t)},_onResize:function(){this.calcOffset()},_shouldRender:function(t){var e=this._activeObject;return!!e!=!!t||!!e&&!!t&&e!==t||(e&&e.isEditing,!1)},__onMouseUp:function(t){var e,i,n,o=this._currentTransform,a=this._groupSelector,s=!1,l=!a||0===a.left&&0===a.top;if(this._cacheTransformEventData(t),n=this._target,this._handleEvent(t,"up:before"),r(t,3)){this.fireRightClick&&this._handleEvent(t,"up",3,l);return}if(r(t,2)){this.fireMiddleClick&&this._handleEvent(t,"up",2,l),this._resetTransformEventData();return}if(this.isDrawingMode&&this._isCurrentlyDrawing){this._onMouseUpInDrawingMode(t);return}if(this._isMainEvent(t)){if(o&&(this._finalizeCurrentTransform(t),s=o.actionPerformed),!l){var c=n===this._activeObject;this._maybeGroupObjects(t),s||(s=this._shouldRender(n)||!c&&n===this._activeObject)}if(n){if(e=n._findTargetCorner(this.getPointer(t,!0),ec.util.isTouchEvent(t)),n.selectable&&n!==this._activeObject&&"up"===n.activeOn)this.setActiveObject(n,t),s=!0;else{var h=n.controls[e],u=h&&h.getMouseUpHandler(t,n,h);u&&(i=this.getPointer(t),u(t,o,i.x,i.y))}n.isMoving=!1}if(o&&(o.target!==n||o.corner!==e)){var f=o.target&&o.target.controls[o.corner],d=f&&f.getMouseUpHandler(t,n,h);i=i||this.getPointer(t),d&&d(t,o,i.x,i.y)}this._setCursorFromEvent(t,n),this._handleEvent(t,"up",1,l),this._groupSelector=null,this._currentTransform=null,n&&(n.__corner=0),s?this.requestRenderAll():l||this.renderTop()}},_simpleEventHandler:function(t,e){var i=this.findTarget(e),r=this.targets,n={e:e,target:i,subTargets:r};if(this.fire(t,n),i&&i.fire(t,n),!r)return i;for(var o=0;o1&&(e=new ec.ActiveSelection(i.reverse(),{canvas:this}),this.setActiveObject(e,t))},_collectObjects:function(t){for(var e,i=[],r=this._groupSelector.ex,n=this._groupSelector.ey,o=r+this._groupSelector.left,a=n+this._groupSelector.top,s=new ec.Point(I(r,o),I(n,a)),l=new ec.Point(L(r,o),L(n,a)),c=!this.selectionFullyContained,h=r===o&&n===a,u=this._objects.length;u--&&!((e=this._objects[u])&&e.selectable&&e.visible&&(c&&e.intersectsWithRect(s,l,!0)||e.isContainedWithinRect(s,l,!0)||c&&e.containsPoint(s,null,!0)||c&&e.containsPoint(l,null,!0))&&(i.push(e),h)););return i.length>1&&(i=i.filter(function(e){return!e.onSelect({e:t})})),i},_maybeGroupObjects:function(t){this.selection&&this._groupSelector&&this._groupSelectedObjects(t),this.setCursor(this.defaultCursor),this._groupSelector=null}}),ec.util.object.extend(ec.StaticCanvas.prototype,{toDataURL:function(t){t||(t={});var e=t.format||"png",i=t.quality||1,r=(t.multiplier||1)*(t.enableRetinaScaling?this.getRetinaScaling():1),n=this.toCanvasElement(r,t);return ec.util.toDataURL(n,e,i)},toCanvasElement:function(t,e){t=t||1;var i=((e=e||{}).width||this.width)*t,r=(e.height||this.height)*t,n=this.getZoom(),o=this.width,a=this.height,s=n*t,l=this.viewportTransform,c=(l[4]-(e.left||0))*t,h=(l[5]-(e.top||0))*t,u=this.interactive,f=this.enableRetinaScaling,d=ec.util.createCanvasElement(),g=this.contextTop;return d.width=i,d.height=r,this.contextTop=null,this.enableRetinaScaling=!1,this.interactive=!1,this.viewportTransform=[s,0,0,s,c,h],this.width=i,this.height=r,this.calcViewportBoundaries(),this.renderCanvas(d.getContext("2d"),this._objects),this.viewportTransform=l,this.width=o,this.height=a,this.calcViewportBoundaries(),this.interactive=u,this.enableRetinaScaling=f,this.contextTop=g,d}}),ec.util.object.extend(ec.StaticCanvas.prototype,{loadFromJSON:function(t,e,i){if(t){var r="string"==typeof t?JSON.parse(t):ec.util.object.clone(t),n=this,o=r.clipPath,a=this.renderOnAddRemove;return this.renderOnAddRemove=!1,delete r.clipPath,this._enlivenObjects(r.objects,function(t){n.clear(),n._setBgOverlay(r,function(){o?n._enlivenObjects([o],function(i){n.clipPath=i[0],n.__setupCanvas.call(n,r,t,a,e)}):n.__setupCanvas.call(n,r,t,a,e)})},i),this}},__setupCanvas:function(t,e,i,r){var n=this;e.forEach(function(t,e){n.insertAt(t,e)}),this.renderOnAddRemove=i,delete t.objects,delete t.backgroundImage,delete t.overlayImage,delete t.background,delete t.overlay,this._setOptions(t),this.renderAll(),r&&r()},_setBgOverlay:function(t,e){var i={backgroundColor:!1,overlayColor:!1,backgroundImage:!1,overlayImage:!1};if(!t.backgroundImage&&!t.overlayImage&&!t.background&&!t.overlay){e&&e();return}var r=function(){i.backgroundImage&&i.overlayImage&&i.backgroundColor&&i.overlayColor&&e&&e()};this.__setBgOverlay("backgroundImage",t.backgroundImage,i,r),this.__setBgOverlay("overlayImage",t.overlayImage,i,r),this.__setBgOverlay("backgroundColor",t.background,i,r),this.__setBgOverlay("overlayColor",t.overlay,i,r)},__setBgOverlay:function(t,e,i,r){var n=this;if(!e){i[t]=!0,r&&r();return}"backgroundImage"===t||"overlayImage"===t?ec.util.enlivenObjects([e],function(e){n[t]=e[0],i[t]=!0,r&&r()}):this["set"+ec.util.string.capitalize(t,!0)](e,function(){i[t]=!0,r&&r()})},_enlivenObjects:function(t,e,i){if(!t||0===t.length){e&&e([]);return}ec.util.enlivenObjects(t,function(t){e&&e(t)},null,i)},_toDataURL:function(t,e){this.clone(function(i){e(i.toDataURL(t))})},_toDataURLWithMultiplier:function(t,e,i){this.clone(function(r){i(r.toDataURLWithMultiplier(t,e))})},clone:function(t,e){var i=JSON.stringify(this.toJSON(e));this.cloneWithoutData(function(e){e.loadFromJSON(i,function(){t&&t(e)})})},cloneWithoutData:function(t){var e=ec.util.createCanvasElement();e.width=this.width,e.height=this.height;var i=new ec.Canvas(e);this.backgroundImage?(i.setBackgroundImage(this.backgroundImage.src,function(){i.renderAll(),t&&t(i)}),i.backgroundImageOpacity=this.backgroundImageOpacity,i.backgroundImageStretch=this.backgroundImageStretch):t&&t(i)}}),o=(n=(r=e).fabric||(r.fabric={})).util.object.extend,a=n.util.object.clone,s=n.util.toFixed,l=n.util.string.capitalize,c=n.util.degreesToRadians,h=!n.isLikelyNode,n.Object||(n.Object=n.util.createClass(n.CommonMethods,{type:"object",originX:"left",originY:"top",top:0,left:0,width:0,height:0,scaleX:1,scaleY:1,flipX:!1,flipY:!1,opacity:1,angle:0,skewX:0,skewY:0,cornerSize:13,touchCornerSize:24,transparentCorners:!0,hoverCursor:null,moveCursor:null,padding:0,borderColor:"rgb(178,204,255)",borderDashArray:null,cornerColor:"rgb(178,204,255)",cornerStrokeColor:null,cornerStyle:"rect",cornerDashArray:null,centeredScaling:!1,centeredRotation:!0,fill:"rgb(0,0,0)",fillRule:"nonzero",globalCompositeOperation:"source-over",backgroundColor:"",selectionBackgroundColor:"",stroke:null,strokeWidth:1,strokeDashArray:null,strokeDashOffset:0,strokeLineCap:"butt",strokeLineJoin:"miter",strokeMiterLimit:4,shadow:null,borderOpacityWhenMoving:.4,borderScaleFactor:1,minScaleLimit:0,selectable:!0,evented:!0,visible:!0,hasControls:!0,hasBorders:!0,perPixelTargetFind:!1,includeDefaultValues:!0,lockMovementX:!1,lockMovementY:!1,lockRotation:!1,lockScalingX:!1,lockScalingY:!1,lockSkewingX:!1,lockSkewingY:!1,lockScalingFlip:!1,excludeFromExport:!1,objectCaching:h,statefullCache:!1,noScaleCache:!0,strokeUniform:!1,dirty:!0,__corner:0,paintFirst:"fill",activeOn:"down",stateProperties:"top left width height scaleX scaleY flipX flipY originX originY transformMatrix stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit angle opacity fill globalCompositeOperation shadow visible backgroundColor skewX skewY fillRule paintFirst clipPath strokeUniform".split(" "),cacheProperties:"fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath".split(" "),colorProperties:"fill stroke backgroundColor".split(" "),clipPath:void 0,inverted:!1,absolutePositioned:!1,initialize:function(t){t&&this.setOptions(t)},_createCacheCanvas:function(){this._cacheProperties={},this._cacheCanvas=n.util.createCanvasElement(),this._cacheContext=this._cacheCanvas.getContext("2d"),this._updateCacheCanvas(),this.dirty=!0},_limitCacheSize:function(t){var e=n.perfLimitSizeTotal,i=t.width,r=t.height,o=n.maxCacheSideLimit,a=n.minCacheSideLimit;if(i<=o&&r<=o&&i*r<=e)return ic&&(t.zoomX/=i/c,t.width=c,t.capped=!0),r>h&&(t.zoomY/=r/h,t.height=h,t.capped=!0),t},_getCacheCanvasDimensions:function(){var t=this.getTotalObjectScaling(),e=this._getTransformedDimensions(0,0),i=e.x*t.scaleX/this.scaleX,r=e.y*t.scaleY/this.scaleY;return{width:i+2,height:r+2,zoomX:t.scaleX,zoomY:t.scaleY,x:i,y:r}},_updateCacheCanvas:function(){var t=this.canvas;if(this.noScaleCache&&t&&t._currentTransform){var e=t._currentTransform.target,i=t._currentTransform.action;if(this===e&&i.slice&&"scale"===i.slice(0,5))return!1}var r,o,a=this._cacheCanvas,s=this._limitCacheSize(this._getCacheCanvasDimensions()),l=n.minCacheSideLimit,c=s.width,h=s.height,u=s.zoomX,f=s.zoomY,d=c!==this.cacheWidth||h!==this.cacheHeight,g=this.zoomX!==u||this.zoomY!==f,p=d||g,v=0,m=0,y=!1;if(d){var b=this._cacheCanvas.width,_=this._cacheCanvas.height,x=c>b||h>_;y=x||(c<.9*b||h<.9*_)&&b>l&&_>l,x&&!s.capped&&(c>l||h>l)&&(v=.1*c,m=.1*h)}return this instanceof n.Text&&this.path&&(p=!0,y=!0,v+=this.getHeightOfLine(0)*this.zoomX,m+=this.getHeightOfLine(0)*this.zoomY),!!p&&(y?(a.width=Math.ceil(c+v),a.height=Math.ceil(h+m)):(this._cacheContext.setTransform(1,0,0,1,0,0),this._cacheContext.clearRect(0,0,a.width,a.height)),r=s.x/2,o=s.y/2,this.cacheTranslationX=Math.round(a.width/2-r)+r,this.cacheTranslationY=Math.round(a.height/2-o)+o,this.cacheWidth=c,this.cacheHeight=h,this._cacheContext.translate(this.cacheTranslationX,this.cacheTranslationY),this._cacheContext.scale(u,f),this.zoomX=u,this.zoomY=f,!0)},setOptions:function(t){this._setOptions(t),this._initGradient(t.fill,"fill"),this._initGradient(t.stroke,"stroke"),this._initPattern(t.fill,"fill"),this._initPattern(t.stroke,"stroke")},transform:function(t){var e=this.group&&!this.group._transformDone||this.group&&this.canvas&&t===this.canvas.contextTop,i=this.calcTransformMatrix(!e);t.transform(i[0],i[1],i[2],i[3],i[4],i[5])},toObject:function(t){var e=n.Object.NUM_FRACTION_DIGITS,i={type:this.type,version:n.version,originX:this.originX,originY:this.originY,left:s(this.left,e),top:s(this.top,e),width:s(this.width,e),height:s(this.height,e),fill:this.fill&&this.fill.toObject?this.fill.toObject():this.fill,stroke:this.stroke&&this.stroke.toObject?this.stroke.toObject():this.stroke,strokeWidth:s(this.strokeWidth,e),strokeDashArray:this.strokeDashArray?this.strokeDashArray.concat():this.strokeDashArray,strokeLineCap:this.strokeLineCap,strokeDashOffset:this.strokeDashOffset,strokeLineJoin:this.strokeLineJoin,strokeUniform:this.strokeUniform,strokeMiterLimit:s(this.strokeMiterLimit,e),scaleX:s(this.scaleX,e),scaleY:s(this.scaleY,e),angle:s(this.angle,e),flipX:this.flipX,flipY:this.flipY,opacity:s(this.opacity,e),shadow:this.shadow&&this.shadow.toObject?this.shadow.toObject():this.shadow,visible:this.visible,backgroundColor:this.backgroundColor,fillRule:this.fillRule,paintFirst:this.paintFirst,globalCompositeOperation:this.globalCompositeOperation,skewX:s(this.skewX,e),skewY:s(this.skewY,e)};return this.clipPath&&!this.clipPath.excludeFromExport&&(i.clipPath=this.clipPath.toObject(t),i.clipPath.inverted=this.clipPath.inverted,i.clipPath.absolutePositioned=this.clipPath.absolutePositioned),n.util.populateWithProperties(this,i,t),this.includeDefaultValues||(i=this._removeDefaultValues(i)),i},toDatalessObject:function(t){return this.toObject(t)},_removeDefaultValues:function(t){var e=n.util.getKlass(t.type).prototype;return e.stateProperties.forEach(function(i){"left"!==i&&"top"!==i&&(t[i]===e[i]&&delete t[i],Array.isArray(t[i])&&Array.isArray(e[i])&&0===t[i].length&&0===e[i].length&&delete t[i])}),t},toString:function(){return"#"},getObjectScaling:function(){if(!this.group)return{scaleX:this.scaleX,scaleY:this.scaleY};var t=n.util.qrDecompose(this.calcTransformMatrix());return{scaleX:Math.abs(t.scaleX),scaleY:Math.abs(t.scaleY)}},getTotalObjectScaling:function(){var t=this.getObjectScaling(),e=t.scaleX,i=t.scaleY;if(this.canvas){var r=this.canvas.getZoom(),n=this.canvas.getRetinaScaling();e*=r*n,i*=r*n}return{scaleX:e,scaleY:i}},getObjectOpacity:function(){var t=this.opacity;return this.group&&(t*=this.group.getObjectOpacity()),t},_set:function(t,e){var i=this[t]!==e,r=!1;return("scaleX"===t||"scaleY"===t)&&(e=this._constrainScale(e)),"scaleX"===t&&e<0?(this.flipX=!this.flipX,e*=-1):"scaleY"===t&&e<0?(this.flipY=!this.flipY,e*=-1):"shadow"!==t||!e||e instanceof n.Shadow?"dirty"===t&&this.group&&this.group.set("dirty",e):e=new n.Shadow(e),this[t]=e,i&&(r=this.group&&this.group.isOnACache(),this.cacheProperties.indexOf(t)>-1?(this.dirty=!0,r&&this.group.set("dirty",!0)):r&&this.stateProperties.indexOf(t)>-1&&this.group.set("dirty",!0)),this},setOnGroup:function(){},getViewportTransform:function(){return this.canvas&&this.canvas.viewportTransform?this.canvas.viewportTransform:n.iMatrix.concat()},isNotVisible:function(){return 0===this.opacity||!this.width&&!this.height&&0===this.strokeWidth||!this.visible},render:function(t){!this.isNotVisible()&&(!this.canvas||!this.canvas.skipOffscreen||this.group||this.isOnScreen())&&(t.save(),this._setupCompositeOperation(t),this.drawSelectionBackground(t),this.transform(t),this._setOpacity(t),this._setShadow(t,this),this.shouldCache()?(this.renderCache(),this.drawCacheOnCanvas(t)):(this._removeCacheCanvas(),this.dirty=!1,this.drawObject(t),this.objectCaching&&this.statefullCache&&this.saveState({propertySet:"cacheProperties"})),t.restore())},renderCache:function(t){t=t||{},this._cacheCanvas&&this._cacheContext||this._createCacheCanvas(),this.isCacheDirty()&&(this.statefullCache&&this.saveState({propertySet:"cacheProperties"}),this.drawObject(this._cacheContext,t.forClipping),this.dirty=!1)},_removeCacheCanvas:function(){this._cacheCanvas=null,this._cacheContext=null,this.cacheWidth=0,this.cacheHeight=0},hasStroke:function(){return this.stroke&&"transparent"!==this.stroke&&0!==this.strokeWidth},hasFill:function(){return this.fill&&"transparent"!==this.fill},needsItsOwnCache:function(){return!!("stroke"===this.paintFirst&&this.hasFill()&&this.hasStroke())&&"object"==typeof this.shadow||!!this.clipPath},shouldCache:function(){return this.ownCaching=this.needsItsOwnCache()||this.objectCaching&&(!this.group||!this.group.isOnACache()),this.ownCaching},willDrawShadow:function(){return!!this.shadow&&(0!==this.shadow.offsetX||0!==this.shadow.offsetY)},drawClipPathOnCache:function(t,e){if(t.save(),e.inverted?t.globalCompositeOperation="destination-out":t.globalCompositeOperation="destination-in",e.absolutePositioned){var i=n.util.invertTransform(this.calcTransformMatrix());t.transform(i[0],i[1],i[2],i[3],i[4],i[5])}e.transform(t),t.scale(1/e.zoomX,1/e.zoomY),t.drawImage(e._cacheCanvas,-e.cacheTranslationX,-e.cacheTranslationY),t.restore()},drawObject:function(t,e){var i=this.fill,r=this.stroke;e?(this.fill="black",this.stroke="",this._setClippingProperties(t)):this._renderBackground(t),this._render(t),this._drawClipPath(t,this.clipPath),this.fill=i,this.stroke=r},_drawClipPath:function(t,e){e&&(e.canvas=this.canvas,e.shouldCache(),e._transformDone=!0,e.renderCache({forClipping:!0}),this.drawClipPathOnCache(t,e))},drawCacheOnCanvas:function(t){t.scale(1/this.zoomX,1/this.zoomY),t.drawImage(this._cacheCanvas,-this.cacheTranslationX,-this.cacheTranslationY)},isCacheDirty:function(t){if(this.isNotVisible())return!1;if(this._cacheCanvas&&this._cacheContext&&!t&&this._updateCacheCanvas())return!0;if(this.dirty||this.clipPath&&this.clipPath.absolutePositioned||this.statefullCache&&this.hasStateChanged("cacheProperties")){if(this._cacheCanvas&&this._cacheContext&&!t){var e=this.cacheWidth/this.zoomX,i=this.cacheHeight/this.zoomY;this._cacheContext.clearRect(-e/2,-i/2,e,i)}return!0}return!1},_renderBackground:function(t){if(this.backgroundColor){var e=this._getNonTransformedDimensions();t.fillStyle=this.backgroundColor,t.fillRect(-e.x/2,-e.y/2,e.x,e.y),this._removeShadow(t)}},_setOpacity:function(t){this.group&&!this.group._transformDone?t.globalAlpha=this.getObjectOpacity():t.globalAlpha*=this.opacity},_setStrokeStyles:function(t,e){var i=e.stroke;i&&(t.lineWidth=e.strokeWidth,t.lineCap=e.strokeLineCap,t.lineDashOffset=e.strokeDashOffset,t.lineJoin=e.strokeLineJoin,t.miterLimit=e.strokeMiterLimit,i.toLive?"percentage"===i.gradientUnits||i.gradientTransform||i.patternTransform?this._applyPatternForTransformedGradient(t,i):(t.strokeStyle=i.toLive(t,this),this._applyPatternGradientTransform(t,i)):t.strokeStyle=e.stroke)},_setFillStyles:function(t,e){var i=e.fill;i&&(i.toLive?(t.fillStyle=i.toLive(t,this),this._applyPatternGradientTransform(t,e.fill)):t.fillStyle=i)},_setClippingProperties:function(t){t.globalAlpha=1,t.strokeStyle="transparent",t.fillStyle="#000000"},_setLineDash:function(t,e){e&&0!==e.length&&(1&e.length&&e.push.apply(e,e),t.setLineDash(e))},_renderControls:function(t,e){var i,r,o,a=this.getViewportTransform(),s=this.calcTransformMatrix();r=void 0!==(e=e||{}).hasBorders?e.hasBorders:this.hasBorders,o=void 0!==e.hasControls?e.hasControls:this.hasControls,s=n.util.multiplyTransformMatrices(a,s),i=n.util.qrDecompose(s),t.save(),t.translate(i.translateX,i.translateY),t.lineWidth=1*this.borderScaleFactor,this.group||(t.globalAlpha=this.isMoving?this.borderOpacityWhenMoving:1),this.flipX&&(i.angle-=180),t.rotate(c(this.group?i.angle:this.angle)),e.forActiveSelection||this.group?r&&this.drawBordersInGroup(t,i,e):r&&this.drawBorders(t,e),o&&this.drawControls(t,e),t.restore()},_setShadow:function(t){if(this.shadow){var e,i=this.shadow,r=this.canvas,o=r&&r.viewportTransform[0]||1,a=r&&r.viewportTransform[3]||1;e=i.nonScaling?{scaleX:1,scaleY:1}:this.getObjectScaling(),r&&r._isRetinaScaling()&&(o*=n.devicePixelRatio,a*=n.devicePixelRatio),t.shadowColor=i.color,t.shadowBlur=i.blur*n.browserShadowBlurConstant*(o+a)*(e.scaleX+e.scaleY)/4,t.shadowOffsetX=i.offsetX*o*e.scaleX,t.shadowOffsetY=i.offsetY*a*e.scaleY}},_removeShadow:function(t){this.shadow&&(t.shadowColor="",t.shadowBlur=t.shadowOffsetX=t.shadowOffsetY=0)},_applyPatternGradientTransform:function(t,e){if(!e||!e.toLive)return{offsetX:0,offsetY:0};var i=e.gradientTransform||e.patternTransform,r=-this.width/2+e.offsetX||0,n=-this.height/2+e.offsetY||0;return"percentage"===e.gradientUnits?t.transform(this.width,0,0,this.height,r,n):t.transform(1,0,0,1,r,n),i&&t.transform(i[0],i[1],i[2],i[3],i[4],i[5]),{offsetX:r,offsetY:n}},_renderPaintInOrder:function(t){"stroke"===this.paintFirst?(this._renderStroke(t),this._renderFill(t)):(this._renderFill(t),this._renderStroke(t))},_render:function(){},_renderFill:function(t){this.fill&&(t.save(),this._setFillStyles(t,this),"evenodd"===this.fillRule?t.fill("evenodd"):t.fill(),t.restore())},_renderStroke:function(t){if(this.stroke&&0!==this.strokeWidth){if(this.shadow&&!this.shadow.affectStroke&&this._removeShadow(t),t.save(),this.strokeUniform&&this.group){var e=this.getObjectScaling();t.scale(1/e.scaleX,1/e.scaleY)}else this.strokeUniform&&t.scale(1/this.scaleX,1/this.scaleY);this._setLineDash(t,this.strokeDashArray),this._setStrokeStyles(t,this),t.stroke(),t.restore()}},_applyPatternForTransformedGradient:function(t,e){var i,r=this._limitCacheSize(this._getCacheCanvasDimensions()),o=n.util.createCanvasElement(),a=this.canvas.getRetinaScaling(),s=r.x/this.scaleX/a,l=r.y/this.scaleY/a;o.width=s,o.height=l,(i=o.getContext("2d")).beginPath(),i.moveTo(0,0),i.lineTo(s,0),i.lineTo(s,l),i.lineTo(0,l),i.closePath(),i.translate(s/2,l/2),i.scale(r.zoomX/this.scaleX/a,r.zoomY/this.scaleY/a),this._applyPatternGradientTransform(i,e),i.fillStyle=e.toLive(t),i.fill(),t.translate(-this.width/2-this.strokeWidth/2,-this.height/2-this.strokeWidth/2),t.scale(a*this.scaleX/r.zoomX,a*this.scaleY/r.zoomY),t.strokeStyle=i.createPattern(o,"no-repeat")},_findCenterFromElement:function(){return{x:this.left+this.width/2,y:this.top+this.height/2}},_assignTransformMatrixProps:function(){if(this.transformMatrix){var t=n.util.qrDecompose(this.transformMatrix);this.flipX=!1,this.flipY=!1,this.set("scaleX",t.scaleX),this.set("scaleY",t.scaleY),this.angle=t.angle,this.skewX=t.skewX,this.skewY=0}},_removeTransformMatrix:function(t){var e=this._findCenterFromElement();this.transformMatrix&&(this._assignTransformMatrixProps(),e=n.util.transformPoint(e,this.transformMatrix)),this.transformMatrix=null,t&&(this.scaleX*=t.scaleX,this.scaleY*=t.scaleY,this.cropX=t.cropX,this.cropY=t.cropY,e.x+=t.offsetLeft,e.y+=t.offsetTop,this.width=t.width,this.height=t.height),this.setPositionByOrigin(e,"center","center")},clone:function(t,e){var i=this.toObject(e);this.constructor.fromObject?this.constructor.fromObject(i,t):n.Object._fromObject("Object",i,t)},cloneAsImage:function(t,e){var i=this.toCanvasElement(e);return t&&t(new n.Image(i)),this},toCanvasElement:function(t){t||(t={});var e=n.util,i=e.saveObjectTransform(this),r=this.group,o=this.shadow,a=Math.abs,s=(t.multiplier||1)*(t.enableRetinaScaling?n.devicePixelRatio:1);delete this.group,t.withoutTransform&&e.resetObjectTransform(this),t.withoutShadow&&(this.shadow=null);var l,c,h,u,f=n.util.createCanvasElement(),d=this.getBoundingRect(!0,!0),g=this.shadow,p={x:0,y:0};g&&(c=g.blur,l=g.nonScaling?{scaleX:1,scaleY:1}:this.getObjectScaling(),p.x=2*Math.round(a(g.offsetX)+c)*a(l.scaleX),p.y=2*Math.round(a(g.offsetY)+c)*a(l.scaleY)),h=d.width+p.x,u=d.height+p.y,f.width=Math.ceil(h),f.height=Math.ceil(u);var v=new n.StaticCanvas(f,{enableRetinaScaling:!1,renderOnAddRemove:!1,skipOffscreen:!1});"jpeg"===t.format&&(v.backgroundColor="#fff"),this.setPositionByOrigin(new n.Point(v.width/2,v.height/2),"center","center");var m=this.canvas;v.add(this);var y=v.toCanvasElement(s||1,t);return this.shadow=o,this.set("canvas",m),r&&(this.group=r),this.set(i).setCoords(),v._objects=[],v.dispose(),v=null,y},toDataURL:function(t){return t||(t={}),n.util.toDataURL(this.toCanvasElement(t),t.format||"png",t.quality||1)},isType:function(t){return arguments.length>1?Array.from(arguments).includes(this.type):this.type===t},complexity:function(){return 1},toJSON:function(t){return this.toObject(t)},rotate:function(t){var e=("center"!==this.originX||"center"!==this.originY)&&this.centeredRotation;return e&&this._setOriginToCenter(),this.set("angle",t),e&&this._resetOrigin(),this},centerH:function(){return this.canvas&&this.canvas.centerObjectH(this),this},viewportCenterH:function(){return this.canvas&&this.canvas.viewportCenterObjectH(this),this},centerV:function(){return this.canvas&&this.canvas.centerObjectV(this),this},viewportCenterV:function(){return this.canvas&&this.canvas.viewportCenterObjectV(this),this},center:function(){return this.canvas&&this.canvas.centerObject(this),this},viewportCenter:function(){return this.canvas&&this.canvas.viewportCenterObject(this),this},getLocalPointer:function(t,e){e=e||this.canvas.getPointer(t);var i=new n.Point(e.x,e.y),r=this._getLeftTopCoords();return this.angle&&(i=n.util.rotatePoint(i,r,c(-this.angle))),{x:i.x-r.x,y:i.y-r.y}},_setupCompositeOperation:function(t){this.globalCompositeOperation&&(t.globalCompositeOperation=this.globalCompositeOperation)},dispose:function(){n.runningAnimations&&n.runningAnimations.cancelByTarget(this)}}),n.util.createAccessors&&n.util.createAccessors(n.Object),o(n.Object.prototype,n.Observable),n.Object.NUM_FRACTION_DIGITS=2,n.Object.ENLIVEN_PROPS=["clipPath"],n.Object._fromObject=function(t,e,i,r){var o=n[t];e=a(e,!0),n.util.enlivenPatterns([e.fill,e.stroke],function(t){void 0!==t[0]&&(e.fill=t[0]),void 0!==t[1]&&(e.stroke=t[1]),n.util.enlivenObjectEnlivables(e,e,function(){var t=r?new o(e[r],e):new o(e);i&&i(t)})})},n.Object.__uid=0),R=ec.util.degreesToRadians,B={left:-.5,center:0,right:.5},X={top:-.5,center:0,bottom:.5},ec.util.object.extend(ec.Object.prototype,{translateToGivenOrigin:function(t,e,i,r,n){var o,a,s,l=t.x,c=t.y;return"string"==typeof e?e=B[e]:e-=.5,"string"==typeof r?r=B[r]:r-=.5,o=r-e,"string"==typeof i?i=X[i]:i-=.5,"string"==typeof n?n=X[n]:n-=.5,a=n-i,(o||a)&&(s=this._getTransformedDimensions(),l=t.x+o*s.x,c=t.y+a*s.y),new ec.Point(l,c)},translateToCenterPoint:function(t,e,i){var r=this.translateToGivenOrigin(t,e,i,"center","center");return this.angle?ec.util.rotatePoint(r,t,R(this.angle)):r},translateToOriginPoint:function(t,e,i){var r=this.translateToGivenOrigin(t,"center","center",e,i);return this.angle?ec.util.rotatePoint(r,t,R(this.angle)):r},getCenterPoint:function(){var t=new ec.Point(this.left,this.top);return this.translateToCenterPoint(t,this.originX,this.originY)},getPointByOrigin:function(t,e){var i=this.getCenterPoint();return this.translateToOriginPoint(i,t,e)},toLocalPoint:function(t,e,i){var r,n,o=this.getCenterPoint();return r=void 0!==e&&void 0!==i?this.translateToGivenOrigin(o,"center","center",e,i):new ec.Point(this.left,this.top),n=new ec.Point(t.x,t.y),this.angle&&(n=ec.util.rotatePoint(n,o,-R(this.angle))),n.subtractEquals(r)},setPositionByOrigin:function(t,e,i){var r=this.translateToCenterPoint(t,e,i),n=this.translateToOriginPoint(r,this.originX,this.originY);this.set("left",n.x),this.set("top",n.y)},adjustPosition:function(t){var e,i,r=R(this.angle),n=this.getScaledWidth(),o=ec.util.cos(r)*n,a=ec.util.sin(r)*n;e="string"==typeof this.originX?B[this.originX]:this.originX-.5,i="string"==typeof t?B[t]:t-.5,this.left+=o*(i-e),this.top+=a*(i-e),this.setCoords(),this.originX=t},_setOriginToCenter:function(){this._originalOriginX=this.originX,this._originalOriginY=this.originY;var t=this.getCenterPoint();this.originX="center",this.originY="center",this.left=t.x,this.top=t.y},_resetOrigin:function(){var t=this.translateToOriginPoint(this.getCenterPoint(),this._originalOriginX,this._originalOriginY);this.originX=this._originalOriginX,this.originY=this._originalOriginY,this.left=t.x,this.top=t.y,this._originalOriginX=null,this._originalOriginY=null},_getLeftTopCoords:function(){return this.translateToOriginPoint(this.getCenterPoint(),"left","top")}}),z=(Y=ec.util).degreesToRadians,W=Y.multiplyTransformMatrices,H=Y.transformPoint,Y.object.extend(ec.Object.prototype,{oCoords:null,aCoords:null,lineCoords:null,ownMatrixCache:null,matrixCache:null,controls:{},_getCoords:function(t,e){return e?t?this.calcACoords():this.calcLineCoords():(this.aCoords&&this.lineCoords||this.setCoords(!0),t?this.aCoords:this.lineCoords)},getCoords:function(t,e){var i;return i=this._getCoords(t,e),[new ec.Point(i.tl.x,i.tl.y),new ec.Point(i.tr.x,i.tr.y),new ec.Point(i.br.x,i.br.y),new ec.Point(i.bl.x,i.bl.y)]},intersectsWithRect:function(t,e,i,r){var n=this.getCoords(i,r);return"Intersection"===ec.Intersection.intersectPolygonRectangle(n,t,e).status},intersectsWithObject:function(t,e,i){return"Intersection"===ec.Intersection.intersectPolygonPolygon(this.getCoords(e,i),t.getCoords(e,i)).status||t.isContainedWithinObject(this,e,i)||this.isContainedWithinObject(t,e,i)},isContainedWithinObject:function(t,e,i){for(var r=this.getCoords(e,i),n=e?t.aCoords:t.lineCoords,o=0,a=t._getImageLines(n);o<4;o++)if(!t.containsPoint(r[o],a))return!1;return!0},isContainedWithinRect:function(t,e,i,r){var n=this.getBoundingRect(i,r);return n.left>=t.x&&n.left+n.width<=e.x&&n.top>=t.y&&n.top+n.height<=e.y},containsPoint:function(t,e,i,r){var n=this._getCoords(i,r),e=e||this._getImageLines(n),o=this._findCrossPoints(t,e);return 0!==o&&o%2==1},isOnScreen:function(t){if(!this.canvas)return!1;var e=this.canvas.vptCoords.tl,i=this.canvas.vptCoords.br;return!!(this.getCoords(!0,t).some(function(t){return t.x<=i.x&&t.x>=e.x&&t.y<=i.y&&t.y>=e.y})||this.intersectsWithRect(e,i,!0,t))||this._containsCenterOfCanvas(e,i,t)},_containsCenterOfCanvas:function(t,e,i){var r={x:(t.x+e.x)/2,y:(t.y+e.y)/2};return!!this.containsPoint(r,null,!0,i)},isPartiallyOnScreen:function(t){if(!this.canvas)return!1;var e=this.canvas.vptCoords.tl,i=this.canvas.vptCoords.br;return!!this.intersectsWithRect(e,i,!0,t)||this.getCoords(!0,t).every(function(t){return(t.x>=i.x||t.x<=e.x)&&(t.y>=i.y||t.y<=e.y)})&&this._containsCenterOfCanvas(e,i,t)},_getImageLines:function(t){return{topline:{o:t.tl,d:t.tr},rightline:{o:t.tr,d:t.br},bottomline:{o:t.br,d:t.bl},leftline:{o:t.bl,d:t.tl}}},_findCrossPoints:function(t,e){var i,r,n,o=0;for(var a in e)if((!((n=e[a]).o.y=t.y)||!(n.d.y>=t.y))&&(n.o.x===n.d.x&&n.o.x>=t.x?r=n.o.x:(i=(n.d.y-n.o.y)/(n.d.x-n.o.x),r=-(t.y-0*t.x-(n.o.y-i*n.o.x))/(0-i)),r>=t.x&&(o+=1),2===o))break;return o},getBoundingRect:function(t,e){var i=this.getCoords(t,e);return Y.makeBoundingBoxFromPoints(i)},getScaledWidth:function(){return this._getTransformedDimensions().x},getScaledHeight:function(){return this._getTransformedDimensions().y},_constrainScale:function(t){return Math.abs(t)=0;l--)if(n=s[l],this.isControlVisible(n)&&(r=this._getImageLines(e?this.oCoords[n].touchCorner:this.oCoords[n].corner),0!==(i=this._findCrossPoints({x:o,y:a},r))&&i%2==1))return this.__corner=n,n;return!1},forEachControl:function(t){for(var e in this.controls)t(this.controls[e],e,this)},_setCornerCoords:function(){var t=this.oCoords;for(var e in t){var i=this.controls[e];t[e].corner=i.calcCornerCoords(this.angle,this.cornerSize,t[e].x,t[e].y,!1),t[e].touchCorner=i.calcCornerCoords(this.angle,this.touchCornerSize,t[e].x,t[e].y,!0)}},drawSelectionBackground:function(t){if(!this.selectionBackgroundColor||this.canvas&&!this.canvas.interactive||this.canvas&&this.canvas._activeObject!==this)return this;t.save();var e=this.getCenterPoint(),i=this._calculateCurrentDimensions(),r=this.canvas.viewportTransform;return t.translate(e.x,e.y),t.scale(1/r[0],1/r[3]),t.rotate(U(this.angle)),t.fillStyle=this.selectionBackgroundColor,t.fillRect(-i.x/2,-i.y/2,i.x,i.y),t.restore(),this},drawBorders:function(t,e){e=e||{};var i=this._calculateCurrentDimensions(),r=this.borderScaleFactor,n=i.x+r,o=i.y+r,a=void 0!==e.hasControls?e.hasControls:this.hasControls,s=!1;return t.save(),t.strokeStyle=e.borderColor||this.borderColor,this._setLineDash(t,e.borderDashArray||this.borderDashArray),t.strokeRect(-n/2,-o/2,n,o),a&&(t.beginPath(),this.forEachControl(function(e,i,r){e.withConnection&&e.getVisibility(r,i)&&(s=!0,t.moveTo(e.x*n,e.y*o),t.lineTo(e.x*n+e.offsetX,e.y*o+e.offsetY))}),s&&t.stroke()),t.restore(),this},drawBordersInGroup:function(t,e,i){i=i||{};var r=ec.util.sizeAfterTransform(this.width,this.height,e),n=this.strokeWidth,o=this.strokeUniform,a=this.borderScaleFactor,s=r.x+n*(o?this.canvas.getZoom():e.scaleX)+a,l=r.y+n*(o?this.canvas.getZoom():e.scaleY)+a;return t.save(),this._setLineDash(t,i.borderDashArray||this.borderDashArray),t.strokeStyle=i.borderColor||this.borderColor,t.strokeRect(-s/2,-l/2,s,l),t.restore(),this},drawControls:function(t,e){e=e||{},t.save();var i,r,n=this.canvas.getRetinaScaling();return t.setTransform(n,0,0,n,0,0),t.strokeStyle=t.fillStyle=e.cornerColor||this.cornerColor,this.transparentCorners||(t.strokeStyle=e.cornerStrokeColor||this.cornerStrokeColor),this._setLineDash(t,e.cornerDashArray||this.cornerDashArray),this.setCoords(),this.group&&(i=this.group.calcTransformMatrix()),this.forEachControl(function(n,o,a){r=a.oCoords[o],n.getVisibility(a,o)&&(i&&(r=ec.util.transformPoint(r,i)),n.render(t,r.x,r.y,e,a))}),t.restore(),this},isControlVisible:function(t){return this.controls[t]&&this.controls[t].getVisibility(this,t)},setControlVisible:function(t,e){return this._controlsVisibility||(this._controlsVisibility={}),this._controlsVisibility[t]=e,this},setControlsVisibility:function(t){for(var e in t||(t={}),t)this.setControlVisible(e,t[e]);return this},onDeselect:function(){},onSelect:function(){}}),ec.util.object.extend(ec.StaticCanvas.prototype,{FX_DURATION:500,fxCenterObjectH:function(t,e){var i=function(){},r=(e=e||{}).onComplete||i,n=e.onChange||i,o=this;return ec.util.animate({target:this,startValue:t.left,endValue:this.getCenterPoint().x,duration:this.FX_DURATION,onChange:function(e){t.set("left",e),o.requestRenderAll(),n()},onComplete:function(){t.setCoords(),r()}})},fxCenterObjectV:function(t,e){var i=function(){},r=(e=e||{}).onComplete||i,n=e.onChange||i,o=this;return ec.util.animate({target:this,startValue:t.top,endValue:this.getCenterPoint().y,duration:this.FX_DURATION,onChange:function(e){t.set("top",e),o.requestRenderAll(),n()},onComplete:function(){t.setCoords(),r()}})},fxRemove:function(t,e){var i=function(){},r=(e=e||{}).onComplete||i,n=e.onChange||i,o=this;return ec.util.animate({target:this,startValue:t.opacity,endValue:0,duration:this.FX_DURATION,onChange:function(e){t.set("opacity",e),o.requestRenderAll(),n()},onComplete:function(){o.remove(t),r()}})}}),ec.util.object.extend(ec.Object.prototype,{animate:function(){if(!arguments[0]||"object"!=typeof arguments[0])return this._animate.apply(this,arguments);var t,e,i=[],r=[];for(t in arguments[0])i.push(t);for(var n=0,o=i.length;n-1||n&&o.colorProperties.indexOf(n[1])>-1,s=n?this.get(n[0])[n[1]]:this.get(t);"from"in i||(i.from=s),a||(e=~e.indexOf("=")?s+parseFloat(e.replace("=","")):parseFloat(e));var l={target:this,startValue:i.from,endValue:e,byValue:i.by,easing:i.easing,duration:i.duration,abort:i.abort&&function(t,e,r){return i.abort.call(o,t,e,r)},onChange:function(e,a,s){n?o[n[0]][n[1]]=e:o.set(t,e),!r&&i.onChange&&i.onChange(e,a,s)},onComplete:function(t,e,n){!r&&(o.setCoords(),i.onComplete&&i.onComplete(t,e,n))}};return a?ec.util.animateColor(l.startValue,l.endValue,l.duration,l):ec.util.animate(l)}}),function(t){"use strict";var e=t.fabric||(t.fabric={});if(e.util.object.extend,e.Rect){e.warn("fabric.Rect is already defined");return}e.Rect=e.util.createClass(e.Object,{stateProperties:e.Object.prototype.stateProperties.concat("rx","ry"),type:"rect",rx:0,ry:0,cacheProperties:e.Object.prototype.cacheProperties.concat("rx","ry"),initialize:function(t){this.callSuper("initialize",t),this._initRxRy()},_initRxRy:function(){this.rx&&!this.ry?this.ry=this.rx:this.ry&&!this.rx&&(this.rx=this.ry)},_render:function(t){var e=this.rx?Math.min(this.rx,this.width/2):0,i=this.ry?Math.min(this.ry,this.height/2):0,r=this.width,n=this.height,o=-this.width/2,a=-this.height/2,s=0!==e||0!==i;t.beginPath(),t.moveTo(o+e,a),t.lineTo(o+r-e,a),s&&t.bezierCurveTo(o+r-.4477152502*e,a,o+r,a+.4477152502*i,o+r,a+i),t.lineTo(o+r,a+n-i),s&&t.bezierCurveTo(o+r,a+n-.4477152502*i,o+r-.4477152502*e,a+n,o+r-e,a+n),t.lineTo(o+e,a+n),s&&t.bezierCurveTo(o+.4477152502*e,a+n,o,a+n-.4477152502*i,o,a+n-i),t.lineTo(o,a+i),s&&t.bezierCurveTo(o,a+.4477152502*i,o+.4477152502*e,a,o+e,a),t.closePath(),this._renderPaintInOrder(t)},toObject:function(t){return this.callSuper("toObject",["rx","ry"].concat(t))}}),e.Rect.fromObject=function(t,i){return e.Object._fromObject("Rect",t,i)}}(e),function(t){"use strict";var e=t.fabric||(t.fabric={}),i=e.util.object.extend,r=e.util.array.min,n=e.util.array.max,o=(e.util.toFixed,e.util.projectStrokeOnPoints);if(e.Polyline){e.warn("fabric.Polyline is already defined");return}e.Polyline=e.util.createClass(e.Object,{type:"polyline",points:null,exactBoundingBox:!1,cacheProperties:e.Object.prototype.cacheProperties.concat("points"),initialize:function(t,e){e=e||{},this.points=t||[],this.callSuper("initialize",e),this._setPositionDimensions(e)},_projectStrokeOnPoints:function(){return o(this.points,this,!0)},_setPositionDimensions:function(t){var e,i=this._calcDimensions(t),r=this.exactBoundingBox?this.strokeWidth:0;this.width=i.width-r,this.height=i.height-r,t.fromSVG||(e=this.translateToGivenOrigin({x:i.left-this.strokeWidth/2+r/2,y:i.top-this.strokeWidth/2+r/2},"left","top",this.originX,this.originY)),void 0===t.left&&(this.left=t.fromSVG?i.left:e.x),void 0===t.top&&(this.top=t.fromSVG?i.top:e.y),this.pathOffset={x:i.left+this.width/2+r/2,y:i.top+this.height/2+r/2}},_calcDimensions:function(){var t=this.exactBoundingBox?this._projectStrokeOnPoints():this.points,e=r(t,"x")||0,i=r(t,"y")||0;return{left:e,top:i,width:(n(t,"x")||0)-e,height:(n(t,"y")||0)-i}},toObject:function(t){return i(this.callSuper("toObject",t),{points:this.points.concat()})},commonRender:function(t){var e,i=this.points.length,r=this.pathOffset.x,n=this.pathOffset.y;if(!i||isNaN(this.points[i-1].y))return!1;t.beginPath(),t.moveTo(this.points[0].x-r,this.points[0].y-n);for(var o=0;o"},toObject:function(t){return n(this.callSuper("toObject",t),{path:this.path.map(function(t){return t.slice()})})},toDatalessObject:function(t){var e=this.toObject(["sourcePath"].concat(t));return e.sourcePath&&delete e.path,e},complexity:function(){return this.path.length},_calcDimensions:function(){for(var t,n,o=[],a=[],s=0,l=0,c=0,h=0,u=0,f=this.path.length;u"},addWithUpdate:function(t){var e=!!this.group;return this._restoreObjectsState(),f.util.resetObjectTransform(this),t&&(e&&f.util.removeTransformFromObject(t,this.group.calcTransformMatrix()),this._objects.push(t),t.group=this,t._set("canvas",this.canvas)),this._calcBounds(),this._updateObjectsCoords(),this.dirty=!0,e?this.group.addWithUpdate():this.setCoords(),this},removeWithUpdate:function(t){return this._restoreObjectsState(),f.util.resetObjectTransform(this),this.remove(t),this._calcBounds(),this._updateObjectsCoords(),this.setCoords(),this.dirty=!0,this},_onObjectAdded:function(t){this.dirty=!0,t.group=this,t._set("canvas",this.canvas)},_onObjectRemoved:function(t){this.dirty=!0,delete t.group},_set:function(t,e){var i=this._objects.length;if(this.useSetOnGroup)for(;i--;)this._objects[i].setOnGroup(t,e);if("canvas"===t)for(;i--;)this._objects[i]._set(t,e);f.Object.prototype._set.call(this,t,e)},toObject:function(t){var e=this.includeDefaultValues,i=this._objects.filter(function(t){return!t.excludeFromExport}).map(function(i){var r=i.includeDefaultValues;i.includeDefaultValues=e;var n=i.toObject(t);return i.includeDefaultValues=r,n}),r=f.Object.prototype.toObject.call(this,t);return r.objects=i,r},toDatalessObject:function(t){var e,i=this.sourcePath;if(i)e=i;else{var r=this.includeDefaultValues;e=this._objects.map(function(e){var i=e.includeDefaultValues;e.includeDefaultValues=r;var n=e.toDatalessObject(t);return e.includeDefaultValues=i,n})}var n=f.Object.prototype.toDatalessObject.call(this,t);return n.objects=e,n},render:function(t){this._transformDone=!0,this.callSuper("render",t),this._transformDone=!1},shouldCache:function(){var t=f.Object.prototype.shouldCache.call(this);if(t){for(var e=0,i=this._objects.length;e"},shouldCache:function(){return!1},isOnACache:function(){return!1},_renderControls:function(t,e,i){t.save(),t.globalAlpha=this.isMoving?this.borderOpacityWhenMoving:1,this.callSuper("_renderControls",t,e),void 0===(i=i||{}).hasControls&&(i.hasControls=!1),i.forActiveSelection=!0;for(var r=0,n=this._objects.length;r'},applyResizeFilters:function(){var t=this.resizeFilter,e=this.minimumScaleTrigger,i=this.getTotalObjectScaling(),r=i.scaleX,n=i.scaleY,o=this._filteredEl||this._originalElement;if(this.group&&this.set("dirty",!0),!t||r>e&&n>e){this._element=o,this._filterScalingX=1,this._filterScalingY=1,this._lastScaleX=r,this._lastScaleY=n;return}ec.filterBackend||(ec.filterBackend=ec.initFilterBackend());var a=ec.util.createCanvasElement(),s=this._filteredEl?this.cacheKey+"_filtered":this.cacheKey,l=o.width,c=o.height;a.width=l,a.height=c,this._element=a,this._lastScaleX=t.scaleX=r,this._lastScaleY=t.scaleY=n,ec.filterBackend.applyFilters([t],o,l,c,this._element,s),this._filterScalingX=a.width/this._originalElement.width,this._filterScalingY=a.height/this._originalElement.height},applyFilters:function(t){if(t=(t=t||this.filters||[]).filter(function(t){return t&&!t.isNeutralState()}),this.set("dirty",!0),this.removeTexture(this.cacheKey+"_filtered"),0===t.length)return this._element=this._originalElement,this._filteredEl=null,this._filterScalingX=1,this._filterScalingY=1,this;var e=this._originalElement,i=e.naturalWidth||e.width,r=e.naturalHeight||e.height;if(this._element===this._originalElement){var n=ec.util.createCanvasElement();n.width=i,n.height=r,this._element=n,this._filteredEl=n}else this._element=this._filteredEl,this._filteredEl.getContext("2d").clearRect(0,0,i,r),this._lastScaleX=1,this._lastScaleY=1;return ec.filterBackend||(ec.filterBackend=ec.initFilterBackend()),ec.filterBackend.applyFilters(t,this._originalElement,i,r,this._element,this.cacheKey),(this._originalElement.width!==this._element.width||this._originalElement.height!==this._element.height)&&(this._filterScalingX=this._element.width/this._originalElement.width,this._filterScalingY=this._element.height/this._originalElement.height),this},_render:function(t){ec.util.setImageSmoothing(t,this.imageSmoothing),!0!==this.isMoving&&this.resizeFilter&&this._needsResize()&&this.applyResizeFilters(),this._stroke(t),this._renderPaintInOrder(t)},drawCacheOnCanvas:function(t){ec.util.setImageSmoothing(t,this.imageSmoothing),ec.Object.prototype.drawCacheOnCanvas.call(this,t)},shouldCache:function(){return this.needsItsOwnCache()},_renderFill:function(t){var e=this._element;if(e){var i=this._filterScalingX,r=this._filterScalingY,n=this.width,o=this.height,a=Math.min,s=Math.max,l=s(this.cropX,0),c=s(this.cropY,0),h=e.naturalWidth||e.width,u=e.naturalHeight||e.height,f=l*i,d=c*r,g=a(n*i,h-f),p=a(o*r,u-d),v=a(n,h/i-l),m=a(o,u/r-c);e&&t.drawImage(e,f,d,g,p,-n/2,-o/2,v,m)}},_needsResize:function(){var t=this.getTotalObjectScaling();return t.scaleX!==this._lastScaleX||t.scaleY!==this._lastScaleY},_resetWidthHeight:function(){this.set(this.getOriginalSize())},_initElement:function(t,e){this.setElement(ec.util.getById(t),e),ec.util.addClass(this.getElement(),ec.Image.CSS_CANVAS)},_initConfig:function(t){t||(t={}),this.setOptions(t),this._setWidthHeight(t)},_initFilters:function(t,e){t&&t.length?ec.util.enlivenObjects(t,function(t){e&&e(t)},"fabric.Image.filters"):e&&e()},_setWidthHeight:function(t){t||(t={});var e=this.getElement();this.width=t.width||e.naturalWidth||e.width||0,this.height=t.height||e.naturalHeight||e.height||0},parsePreserveAspectRatioAttribute:function(){var t,e=ec.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio||""),i=this._element.width,r=this._element.height,n=1,o=1,a=0,s=0,l=0,c=0,h=this.width,u=this.height,f={width:h,height:u};return e&&("none"!==e.alignX||"none"!==e.alignY)?("meet"===e.meetOrSlice&&(n=o=ec.util.findScaleToFit(this._element,f),t=(h-i*n)/2,"Min"===e.alignX&&(a=-t),"Max"===e.alignX&&(a=t),t=(u-r*o)/2,"Min"===e.alignY&&(s=-t),"Max"===e.alignY&&(s=t)),"slice"===e.meetOrSlice&&(n=o=ec.util.findScaleToCover(this._element,f),t=i-h/n,"Mid"===e.alignX&&(l=t/2),"Max"===e.alignX&&(l=t),t=r-u/o,"Mid"===e.alignY&&(c=t/2),"Max"===e.alignY&&(c=t),i=h/n,r=u/o)):(n=h/i,o=u/r),{width:i,height:r,scaleX:n,scaleY:o,offsetLeft:a,offsetTop:s,cropX:l,cropY:c}}}),ec.Image.CSS_CANVAS="canvas-img",ec.Image.prototype.getSvgSrc=ec.Image.prototype.getSrc,ec.Image.fromObject=function(t,e){var i=ec.util.object.clone(t);ec.util.loadImage(i.src,function(t,r){if(r){e&&e(null,!0);return}ec.Image.prototype._initFilters.call(i,i.filters,function(r){i.filters=r||[],ec.Image.prototype._initFilters.call(i,[i.resizeFilter],function(r){i.resizeFilter=r[0],ec.util.enlivenObjectEnlivables(i,i,function(){e(new ec.Image(t,i),!1)})})})},null,i.crossOrigin)},ec.Image.fromURL=function(t,e,i){ec.util.loadImage(t,function(t,r){e&&e(new ec.Image(t,i),r)},null,i&&i.crossOrigin)}}(e),function(){"use strict";function t(t){t&&t.tileSize&&(this.tileSize=t.tileSize),this.setupGLContext(this.tileSize,this.tileSize),this.captureGPUInfo()}ec.isWebglSupported=function(t){if(ec.isLikelyNode)return!1;t=t||ec.WebglFilterBackend.prototype.tileSize;var e=document.createElement("canvas"),i=e.getContext("webgl")||e.getContext("experimental-webgl"),r=!1;if(i){ec.maxTextureSize=i.getParameter(i.MAX_TEXTURE_SIZE),r=ec.maxTextureSize>=t;for(var n=["highp","mediump","lowp"],o=0;o<3;o++)if(function(t,e){var i=t.createShader(t.FRAGMENT_SHADER);return t.shaderSource(i,"precision "+e+" float;\nvoid main(){}"),t.compileShader(i),!!t.getShaderParameter(i,t.COMPILE_STATUS)}(i,n[o])){ec.webGlPrecision=n[o];break}}return this.isSupported=r,r},ec.WebglFilterBackend=t,t.prototype={tileSize:2048,resources:{},setupGLContext:function(t,e){this.dispose(),this.createWebGLCanvas(t,e),this.aPosition=new Float32Array([0,0,0,1,1,0,1,1]),this.chooseFastestCopyGLTo2DMethod(t,e)},chooseFastestCopyGLTo2DMethod:function(t,e){var i,r,n,o=void 0!==window.performance;try{new ImageData(1,1),n=!0}catch(a){n=!1}var s="undefined"!=typeof ArrayBuffer,l="undefined"!=typeof Uint8ClampedArray;if(o&&n&&s&&l){var c=ec.util.createCanvasElement(),h=new ArrayBuffer(t*e*4);if(ec.forceGLPutImageData){this.imageBuffer=h,this.copyGLTo2D=ef;return}var u={imageBuffer:h,destinationWidth:t,destinationHeight:e,targetCanvas:c};c.width=t,c.height=e,i=window.performance.now(),eu.call(u,this.gl,u),r=window.performance.now()-i,i=window.performance.now(),ef.call(u,this.gl,u),r>window.performance.now()-i?(this.imageBuffer=h,this.copyGLTo2D=ef):this.copyGLTo2D=eu}},createWebGLCanvas:function(t,e){var i=ec.util.createCanvasElement();i.width=t,i.height=e;var r={alpha:!0,premultipliedAlpha:!1,depth:!1,stencil:!1,antialias:!1},n=i.getContext("webgl",r);n||(n=i.getContext("experimental-webgl",r)),n&&(n.clearColor(0,0,0,0),this.canvas=i,this.gl=n)},applyFilters:function(t,e,i,r,n,o){var a,s,l,c,h,u,f=this.gl;o&&(u=this.getCachedTexture(o,e));var d={originalWidth:e.width||e.originalWidth,originalHeight:e.height||e.originalHeight,sourceWidth:i,sourceHeight:r,destinationWidth:i,destinationHeight:r,context:f,sourceTexture:this.createTexture(f,i,r,!u&&e),targetTexture:this.createTexture(f,i,r),originalTexture:u||this.createTexture(f,i,r,!u&&e),passes:t.length,webgl:!0,aPosition:this.aPosition,programCache:this.programCache,pass:0,filterBackend:this,targetCanvas:n},g=f.createFramebuffer();return f.bindFramebuffer(f.FRAMEBUFFER,g),t.forEach(function(t){t&&t.applyTo(d)}),s=(a=d.targetCanvas).width,l=a.height,c=d.destinationWidth,h=d.destinationHeight,(s!==c||l!==h)&&(a.width=c,a.height=h),this.copyGLTo2D(f,d),f.bindTexture(f.TEXTURE_2D,null),f.deleteTexture(d.sourceTexture),f.deleteTexture(d.targetTexture),f.deleteFramebuffer(g),n.getContext("2d").setTransform(1,0,0,1,0,0),d},dispose:function(){this.canvas&&(this.canvas=null,this.gl=null),this.clearWebGLCaches()},clearWebGLCaches:function(){this.programCache={},this.textureCache={}},createTexture:function(t,e,i,r){var n=t.createTexture();return t.bindTexture(t.TEXTURE_2D,n),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE),r?t.texImage2D(t.TEXTURE_2D,0,t.RGBA,t.RGBA,t.UNSIGNED_BYTE,r):t.texImage2D(t.TEXTURE_2D,0,t.RGBA,e,i,0,t.RGBA,t.UNSIGNED_BYTE,null),n},getCachedTexture:function(t,e){if(this.textureCache[t])return this.textureCache[t];var i=this.createTexture(this.gl,e.width,e.height,e);return this.textureCache[t]=i,i},evictCachesForKey:function(t){this.textureCache[t]&&(this.gl.deleteTexture(this.textureCache[t]),delete this.textureCache[t])},copyGLTo2D:eu,captureGPUInfo:function(){if(this.gpuInfo)return this.gpuInfo;var t=this.gl,e={renderer:"",vendor:""};if(!t)return e;var i=t.getExtension("WEBGL_debug_renderer_info");if(i){var r=t.getParameter(i.UNMASKED_RENDERER_WEBGL),n=t.getParameter(i.UNMASKED_VENDOR_WEBGL);r&&(e.renderer=r.toLowerCase()),n&&(e.vendor=n.toLowerCase())}return this.gpuInfo=e,e}}}(),function(){"use strict";var t=function(){};function e(){}ec.Canvas2dFilterBackend=e,e.prototype={evictCachesForKey:t,dispose:t,clearWebGLCaches:t,resources:{},applyFilters:function(t,e,i,r,n){var o=n.getContext("2d");o.drawImage(e,0,0,i,r);var a=o.getImageData(0,0,i,r),s=o.getImageData(0,0,i,r),l={sourceWidth:i,sourceHeight:r,imageData:a,originalEl:e,originalImageData:s,canvasEl:n,ctx:o,filterBackend:this};return t.forEach(function(t){t.applyTo(l)}),(l.imageData.width!==i||l.imageData.height!==r)&&(n.width=l.imageData.width,n.height=l.imageData.height),o.putImageData(l.imageData,0,0),l}}}(),ec.Image=ec.Image||{},ec.Image.filters=ec.Image.filters||{},ec.Image.filters.BaseFilter=ec.util.createClass({type:"BaseFilter",vertexSource:"attribute vec2 aPosition;\nvarying vec2 vTexCoord;\nvoid main() {\nvTexCoord = aPosition;\ngl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\n}",fragmentSource:"precision highp float;\nvarying vec2 vTexCoord;\nuniform sampler2D uTexture;\nvoid main() {\ngl_FragColor = texture2D(uTexture, vTexCoord);\n}",initialize:function(t){t&&this.setOptions(t)},setOptions:function(t){for(var e in t)this[e]=t[e]},createProgram:function(t,e,i){e=e||this.fragmentSource,i=i||this.vertexSource,"highp"!==ec.webGlPrecision&&(e=e.replace(/precision highp float/g,"precision "+ec.webGlPrecision+" float"));var r=t.createShader(t.VERTEX_SHADER);if(t.shaderSource(r,i),t.compileShader(r),!t.getShaderParameter(r,t.COMPILE_STATUS))throw Error("Vertex shader compile error for "+this.type+": "+t.getShaderInfoLog(r));var n=t.createShader(t.FRAGMENT_SHADER);if(t.shaderSource(n,e),t.compileShader(n),!t.getShaderParameter(n,t.COMPILE_STATUS))throw Error("Fragment shader compile error for "+this.type+": "+t.getShaderInfoLog(n));var o=t.createProgram();if(t.attachShader(o,r),t.attachShader(o,n),t.linkProgram(o),!t.getProgramParameter(o,t.LINK_STATUS))throw Error('Shader link error for "${this.type}" '+t.getProgramInfoLog(o));var a=this.getAttributeLocations(t,o),s=this.getUniformLocations(t,o)||{};return s.uStepW=t.getUniformLocation(o,"uStepW"),s.uStepH=t.getUniformLocation(o,"uStepH"),{program:o,attributeLocations:a,uniformLocations:s}},getAttributeLocations:function(t,e){return{aPosition:t.getAttribLocation(e,"aPosition")}},getUniformLocations:function(){return{}},sendAttributeData:function(t,e,i){var r=e.aPosition,n=t.createBuffer();t.bindBuffer(t.ARRAY_BUFFER,n),t.enableVertexAttribArray(r),t.vertexAttribPointer(r,2,t.FLOAT,!1,0,0),t.bufferData(t.ARRAY_BUFFER,i,t.STATIC_DRAW)},_setupFrameBuffer:function(t){var e,i,r=t.context;t.passes>1?(e=t.destinationWidth,i=t.destinationHeight,(t.sourceWidth!==e||t.sourceHeight!==i)&&(r.deleteTexture(t.targetTexture),t.targetTexture=t.filterBackend.createTexture(r,e,i)),r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,r.TEXTURE_2D,t.targetTexture,0)):(r.bindFramebuffer(r.FRAMEBUFFER,null),r.finish())},_swapTextures:function(t){t.passes--,t.pass++;var e=t.targetTexture;t.targetTexture=t.sourceTexture,t.sourceTexture=e},isNeutralState:function(){var t=this.mainParameter,e=ec.Image.filters[this.type].prototype;if(!t)return!1;if(!Array.isArray(e[t]))return e[t]===this[t];for(var i=e[t].length;i--;)if(this[t][i]!==e[t][i])return!1;return!0},applyTo:function(t){t.webgl?(this._setupFrameBuffer(t),this.applyToWebGL(t),this._swapTextures(t)):this.applyTo2d(t)},retrieveShader:function(t){return t.programCache.hasOwnProperty(this.type)||(t.programCache[this.type]=this.createProgram(t.context)),t.programCache[this.type]},applyToWebGL:function(t){var e=t.context,i=this.retrieveShader(t);0===t.pass&&t.originalTexture?e.bindTexture(e.TEXTURE_2D,t.originalTexture):e.bindTexture(e.TEXTURE_2D,t.sourceTexture),e.useProgram(i.program),this.sendAttributeData(e,i.attributeLocations,t.aPosition),e.uniform1f(i.uniformLocations.uStepW,1/t.sourceWidth),e.uniform1f(i.uniformLocations.uStepH,1/t.sourceHeight),this.sendUniformData(e,i.uniformLocations),e.viewport(0,0,t.destinationWidth,t.destinationHeight),e.drawArrays(e.TRIANGLE_STRIP,0,4)},bindAdditionalTexture:function(t,e,i){t.activeTexture(i),t.bindTexture(t.TEXTURE_2D,e),t.activeTexture(t.TEXTURE0)},unbindAdditionalTexture:function(t,e){t.activeTexture(e),t.bindTexture(t.TEXTURE_2D,null),t.activeTexture(t.TEXTURE0)},getMainParameter:function(){return this[this.mainParameter]},setMainParameter:function(t){this[this.mainParameter]=t},sendUniformData:function(){},createHelpLayer:function(t){if(!t.helpLayer){var e=document.createElement("canvas");e.width=t.sourceWidth,e.height=t.sourceHeight,t.helpLayer=e}},toObject:function(){var t={type:this.type},e=this.mainParameter;return e&&(t[e]=this[e]),t},toJSON:function(){return this.toObject()}}),ec.Image.filters.BaseFilter.fromObject=function(t,e){var i=new ec.Image.filters[t.type](t);return e&&e(i),i},G=(V=(N=e).fabric||(N.fabric={})).Image.filters,q=V.util.createClass,G.ColorMatrix=q(G.BaseFilter,{type:"ColorMatrix",fragmentSource:"precision highp float;\nuniform sampler2D uTexture;\nvarying vec2 vTexCoord;\nuniform mat4 uColorMatrix;\nuniform vec4 uConstants;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\ncolor *= uColorMatrix;\ncolor += uConstants;\ngl_FragColor = color;\n}",matrix:[1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0],mainParameter:"matrix",colorsOnly:!0,initialize:function(t){this.callSuper("initialize",t),this.matrix=this.matrix.slice(0)},applyTo2d:function(t){var e,i,r,n,o,a=t.imageData.data,s=a.length,l=this.matrix,c=this.colorsOnly;for(o=0;o=_||a<0||a>=b||(l=(s*b+a)*4,c=v[d*m+f],e+=p[l]*c,i+=p[l+1]*c,r+=p[l+2]*c,w||(n+=p[l+3]*c));C[o]=e,C[o+1]=i,C[o+2]=r,w?C[o+3]=p[o+3]:C[o+3]=n}t.imageData=x},getUniformLocations:function(t,e){return{uMatrix:t.getUniformLocation(e,"uMatrix"),uOpaque:t.getUniformLocation(e,"uOpaque"),uHalfSize:t.getUniformLocation(e,"uHalfSize"),uSize:t.getUniformLocation(e,"uSize")}},sendUniformData:function(t,e){t.uniform1fv(e.uMatrix,this.matrix)},toObject:function(){return te(this.callSuper("toObject"),{opaque:this.opaque,matrix:this.matrix})}}),tt.Image.filters.Convolute.fromObject=tt.Image.filters.BaseFilter.fromObject,ta=(to=(tn=e).fabric||(tn.fabric={})).Image.filters,ts=to.util.createClass,ta.Grayscale=ts(ta.BaseFilter,{type:"Grayscale",fragmentSource:{average:"precision highp float;\nuniform sampler2D uTexture;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\nfloat average = (color.r + color.b + color.g) / 3.0;\ngl_FragColor = vec4(average, average, average, color.a);\n}",lightness:"precision highp float;\nuniform sampler2D uTexture;\nuniform int uMode;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 col = texture2D(uTexture, vTexCoord);\nfloat average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\ngl_FragColor = vec4(average, average, average, col.a);\n}",luminosity:"precision highp float;\nuniform sampler2D uTexture;\nuniform int uMode;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 col = texture2D(uTexture, vTexCoord);\nfloat average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\ngl_FragColor = vec4(average, average, average, col.a);\n}"},mode:"average",mainParameter:"mode",applyTo2d:function(t){var e,i,r=t.imageData.data,n=r.length,o=this.mode;for(e=0;el[0]&&r>l[1]&&n>l[2]&&i 0.0) {\n"+this.fragmentSource[t]+"}\n}"},retrieveShader:function(t){var e,i=this.type+"_"+this.mode;return t.programCache.hasOwnProperty(i)||(e=this.buildSource(this.mode),t.programCache[i]=this.createProgram(t.context,e)),t.programCache[i]},applyTo2d:function(t){var e,i,r,n,o,a,s,l=t.imageData.data,c=l.length,h=1-this.alpha;e=(s=new tO.Color(this.color).getSource())[0]*this.alpha,i=s[1]*this.alpha,r=s[2]*this.alpha;for(var u=0;u=t||e<=-t)return 0;if(e<11920929e-14&&e>-.00000011920929)return 1;var i=(e*=Math.PI)/t;return tX(e)/e*tX(i)/i}},applyTo2d:function(t){var e=t.imageData,i=this.scaleX,r=this.scaleY;this.rcpScaleX=1/i,this.rcpScaleY=1/r;var n,o=e.width,a=e.height,s=tB(o*i),l=tB(a*r);"sliceHack"===this.resizeType?n=this.sliceByTwo(t,o,a,s,l):"hermite"===this.resizeType?n=this.hermiteFastResize(t,o,a,s,l):"bilinear"===this.resizeType?n=this.bilinearFiltering(t,o,a,s,l):"lanczos"===this.resizeType&&(n=this.lanczosResize(t,o,a,s,l)),t.imageData=n},sliceByTwo:function(t,e,i,r,n){var o,a,s=t.imageData,l=!1,c=!1,h=.5*e,u=.5*i,f=tM.filterBackend.resources,d=0,g=0,p=e,v=0;for(f.sliceByTwo||(f.sliceByTwo=document.createElement("canvas")),((o=f.sliceByTwo).width<1.5*e||o.height=e)){p[k=tI(1e3*tR(_-v.x))]||(p[k]={});for(var E=m.y-g;E<=m.y+g;E++)E<0||E>=i||(P=tI(1e3*tR(E-v.y)),p[k][P]||(p[k][P]=l(tL(tA(k*u,2)+tA(P*f,2))/1e3)),(x=p[k][P])>0&&(C=(E*e+_)*4,w+=x,S+=x*o[C],T+=x*o[C+1],O+=x*o[C+2],j+=x*o[C+3]))}s[C=(b*r+y)*4]=S/w,s[C+1]=T/w,s[C+2]=O/w,s[C+3]=j/w}return++y1&&P<-1||!((p=2*P*P*P-3*P*P+1)>0)||(x+=p*c[(k=4*(j+w*e))+3],m+=p,c[k+3]<255&&(p=p*c[k+3]/250),y+=p*c[k],b+=p*c[k+1],_+=p*c[k+2],v+=p)}u[g]=y/v,u[g+1]=b/v,u[g+2]=_/v,u[g+3]=x/m}return h},toObject:function(){return{type:this.type,scaleX:this.scaleX,scaleY:this.scaleY,resizeType:this.resizeType,lanczosLobes:this.lanczosLobes}}}),tM.Image.filters.Resize.fromObject=tM.Image.filters.BaseFilter.fromObject,tN=(tU=(tH=e).fabric||(tH.fabric={})).Image.filters,tV=tU.util.createClass,tN.Contrast=tV(tN.BaseFilter,{type:"Contrast",fragmentSource:"precision highp float;\nuniform sampler2D uTexture;\nuniform float uContrast;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\nfloat contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\ncolor.rgb = contrastF * (color.rgb - 0.5) + 0.5;\ngl_FragColor = color;\n}",contrast:0,mainParameter:"contrast",applyTo2d:function(t){if(0!==this.contrast){var e,i,r=t.imageData.data,i=r.length,n=Math.floor(255*this.contrast),o=259*(n+255)/(255*(259-n));for(e=0;e1&&(e=1/this.aspectRatio):this.aspectRatio<1&&(e=this.aspectRatio),t=e*this.blur*.12,this.horizontal?i[0]=t:i[1]=t,i}}),tQ.Blur.fromObject=t$.Image.filters.BaseFilter.fromObject,t5=(t2=(t1=e).fabric||(t1.fabric={})).Image.filters,t3=t2.util.createClass,t5.Gamma=t3(t5.BaseFilter,{type:"Gamma",fragmentSource:"precision highp float;\nuniform sampler2D uTexture;\nuniform vec3 uGamma;\nvarying vec2 vTexCoord;\nvoid main() {\nvec4 color = texture2D(uTexture, vTexCoord);\nvec3 correction = (1.0 / uGamma);\ncolor.r = pow(color.r, correction.r);\ncolor.g = pow(color.g, correction.g);\ncolor.b = pow(color.b, correction.b);\ngl_FragColor = color;\ngl_FragColor.rgb *= color.a;\n}",gamma:[1,1,1],mainParameter:"gamma",initialize:function(t){this.gamma=[1,1,1],t5.BaseFilter.prototype.initialize.call(this,t)},applyTo2d:function(t){var e,i=t.imageData.data,r=this.gamma,n=i.length,o=1/r[0],a=1/r[1],s=1/r[2];for(this.rVals||(this.rVals=new Uint8Array(256),this.gVals=new Uint8Array(256),this.bVals=new Uint8Array(256)),e=0,n=256;e'},_getCacheCanvasDimensions:function(){var t=this.callSuper("_getCacheCanvasDimensions"),e=this.fontSize;return t.width+=e*t.zoomX,t.height+=e*t.zoomY,t},_render:function(t){var e=this.path;e&&!e.isNotVisible()&&e._render(t),this._setTextStyles(t),this._renderTextLinesBackground(t),this._renderTextDecoration(t,"underline"),this._renderText(t),this._renderTextDecoration(t,"overline"),this._renderTextDecoration(t,"linethrough")},_renderText:function(t){"stroke"===this.paintFirst?(this._renderTextStroke(t),this._renderTextFill(t)):(this._renderTextFill(t),this._renderTextStroke(t))},_setTextStyles:function(t,e,i){if(t.textBaseline="alphabetical",this.path)switch(this.pathAlign){case"center":t.textBaseline="middle";break;case"ascender":t.textBaseline="top";break;case"descender":t.textBaseline="bottom"}t.font=this._getFontDeclaration(e,i)},calcTextWidth:function(){for(var t=this.getLineWidth(0),e=1,i=this._textLines.length;et&&(t=r)}return t},_renderTextLine:function(t,e,i,r,n,o){this._renderChars(t,e,i,r,n,o)},_renderTextLinesBackground:function(t){if(this.textBackgroundColor||this.styleHas("textBackgroundColor")){for(var e,i,r,n,o,a,s,l=t.fillStyle,c=this._getLeftOffset(),h=this._getTopOffset(),u=0,f=0,d=this.path,g=0,p=this._textLines.length;g=0:is?u%=s:u<0&&(u+=s),this._setGraphemeOnPath(u,o,a),u+=o.kernedWidth}return{width:l,numOfSpaces:0}},_setGraphemeOnPath:function(t,i,r){var n=t+i.kernedWidth/2,o=this.path,a=e.util.getPointOnPath(o.path,n,o.segmentsInfo);i.renderLeft=a.x-r.x,i.renderTop=a.y-r.y,i.angle=a.angle+("right"===this.pathSide?Math.PI:0)},_getGraphemeBox:function(t,e,i,r,n){var o,a=this.getCompleteStyleDeclaration(e,i),s=r?this.getCompleteStyleDeclaration(e,i-1):{},l=this._measureChar(t,a,r,s),c=l.kernedWidth,h=l.width;0!==this.charSpacing&&(h+=o=this._getWidthOfCharSpacing(),c+=o);var u={width:h,left:0,height:a.fontSize,kernedWidth:c,deltaY:a.deltaY};if(i>0&&!n){var f=this.__charBounds[e][i-1];u.left=f.left+f.width+l.kernedWidth-l.width}return u},getHeightOfLine:function(t){if(this.__lineHeights[t])return this.__lineHeights[t];for(var e=this._textLines[t],i=this.getHeightOfChar(t,0),r=1,n=e.length;r0){var j=y+o+u;"rtl"===this.direction&&(j=this.width-j-f),c&&m&&(t.fillStyle=m,t.fillRect(j,h+C*r+a,f,this.fontSize/15)),u=d.left,f=d.width,c=g,m=v,r=n,a=s}else f+=d.kernedWidth;var j=y+o+u;"rtl"===this.direction&&(j=this.width-j-f),t.fillStyle=v,g&&v&&t.fillRect(j,h+C*r+a,f-x,this.fontSize/15),b+=i}this._removeShadow(t)}},_getFontDeclaration:function(t,i){var r=t||this,n=this.fontFamily,o=e.Text.genericFonts.indexOf(n.toLowerCase())>-1,a=void 0===n||n.indexOf("'")>-1||n.indexOf(",")>-1||n.indexOf('"')>-1||o?r.fontFamily:'"'+r.fontFamily+'"';return[e.isLikelyNode?r.fontWeight:r.fontStyle,e.isLikelyNode?r.fontStyle:r.fontWeight,i?this.CACHE_FONT_SIZE+"px":r.fontSize+"px",a].join(" ")},render:function(t){this.visible&&(!this.canvas||!this.canvas.skipOffscreen||this.group||this.isOnScreen())&&(this._shouldClearDimensionCache()&&this.initDimensions(),this.callSuper("render",t))},_splitTextIntoLines:function(t){for(var i=t.split(this._reNewline),r=Array(i.length),n=["\n"],o=[],a=0;a0&&t.clipPath?this.clonePathWithClipPath(e,t,function(t){r.forEach(function(e){i._addPathToObjectEraser(e,t)})}):r.length>0&&r.forEach(function(t){i._addPathToObjectEraser(t,e)});return}var n=t.eraser;n||(n=new ec.Eraser,t.eraser=n),e.clone(function(e){var r=ec.util.multiplyTransformMatrices(ec.util.invertTransform(t.calcTransformMatrix()),e.calcTransformMatrix());ec.util.applyTransformToObject(e,r),n.addWithUpdate(e),t.set("dirty",!0),t.fire("erasing:end",{path:e}),t.group&&Array.isArray(i.__subTargets)&&i.__subTargets.push(t)})},applyEraserToCanvas:function(t){var e=this.canvas,i={};return["backgroundImage","overlayImage"].forEach(function(r){var n=e[r];n&&n.erasable&&(this._addPathToObjectEraser(n,t),i[r]=n)},this),i},_finalizeAndAddPath:function(){var 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(window.__NEXT_P = window.__NEXT_P || []).push([\n \"/\",\n function () {\n return require(\"private-next-pages/index.tsx\");\n }\n ]);\n if(module.hot) {\n module.hot.dispose(function () {\n window.__NEXT_P.push([\"/\"])\n });\n }\n ","import React, { useContext } from \"react\";\nimport { fabric } from \"fabric\";\n\nexport interface CanvasInfo {\n canvas: fabric.Canvas;\n notifyChange: () => void;\n isDrawingMode: boolean;\n setDrawingMode: (isDrawingMode: boolean) => void;\n undo: () => void;\n redo: () => void;\n canUndo: boolean;\n canRedo: boolean;\n}\n\ninterface CanvasContextValue {\n canvases: Record;\n registerCanvas: (canvasId: string, canvasInfo: CanvasInfo) => void;\n unregisterCanvas: (canvasId: string) => void;\n}\n\nconst CanvasContext = React.createContext(null);\nCanvasContext.displayName = \"CanvasContext\";\n\nexport { CanvasContext };\n\nfunction useCanvas(canvasId: string | null): CanvasInfo;\nfunction useCanvas(): CanvasContextValue;\n\nfunction useCanvas(canvasId?: string | null) {\n const context = useContext(CanvasContext);\n if (!context) {\n throw new Error(\"No CanvasContext.Provider\");\n }\n if (typeof canvasId === \"undefined\") {\n return context;\n } else if (canvasId == null) {\n return {};\n } else {\n return context.canvases[canvasId] ?? {};\n }\n}\n\nexport default useCanvas;\n","import React, { useContext } from \"react\";\nimport { fabric } from \"fabric\";\n\ninterface ToolsContextValue {\n activeCanvas: string | null;\n activeCanvasType: string;\n setActiveCanvasType: (canvasType: string) => void;\n selectedObjects: Array;\n brushSize: number;\n setBrushSize: (brushSize: number) => void;\n brushColor: number;\n setBrushColor: (brushColor: number) => void;\n deleteSelection: () => void;\n undo: () => void;\n redo: () => void;\n canUndo: boolean;\n canRedo: boolean;\n addImages: (imageUrls: string[]) => void;\n duplicate: () => void;\n sendBackward: () => void;\n bringForward: () => void;\n lockSelection: () => void;\n unlockSelection: () => void;\n exportSkin: ({\n name,\n format,\n }: {\n name: string;\n format: string;\n }) => Promise;\n lockedObjects: Set;\n backgroundColor: string;\n setBackgroundColor: (backgroundColor: string) => void;\n selectedMaterialIndex: number;\n setSelectedMaterialIndex: (materialIndex: number) => void;\n textureSize: [number, number];\n hasMetallic: boolean;\n}\n\nconst ToolsContext = React.createContext(null);\nToolsContext.displayName = \"ToolsContext\";\n\nexport { ToolsContext };\n\nexport default function useTools() {\n const context = useContext(ToolsContext);\n if (!context) {\n throw new Error(\"No ToolsContext.Provider\");\n }\n return context;\n}\n","import { InputHTMLAttributes, useEffect, useRef, useState } from \"react\";\nimport useCanvas from \"./useCanvas\";\nimport useTools from \"./useTools\";\nimport { usePopper } from \"react-popper\";\nimport Slider from \"rc-slider\";\nimport { RiFileCopyFill } from \"react-icons/ri\";\nimport { FaTrashAlt, FaLock, FaUnlock } from \"react-icons/fa\";\nimport { GoArrowUp, GoArrowDown } from \"react-icons/go\";\nimport { GiArrowCursor } from \"react-icons/gi\";\nimport { IoMdBrush } from \"react-icons/io\";\nimport { ImPlus, ImUndo2, ImRedo2 } from \"react-icons/im\";\n\nexport default function CanvasTools() {\n const nameInputRef = useRef(null);\n const fileInputRef = useRef(null);\n const fileTypeRef = useRef(null);\n const {\n activeCanvas,\n backgroundColor,\n setBackgroundColor,\n selectedObjects,\n lockedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n brushColor,\n setBrushColor,\n brushSize,\n setBrushSize,\n activeCanvasType,\n addImages,\n exportSkin,\n } = useTools();\n const { isDrawingMode, setDrawingMode } = useCanvas(activeCanvas);\n const [isMac, setIsMac] = useState(false);\n const commandKeyPrefix = isMac ? \"⌘\" : \"Ctrl \";\n const shiftKeySymbol = \"⇧\";\n\n // Brush popup\n const [referenceElement, setReferenceElement] = useState(\n null\n );\n const [popperElement, setPopperElement] = useState(null);\n const [arrowElement, setArrowElement] = useState(null);\n const [isBrushToolsOpen, setBrushToolsOpen] = useState(false);\n const { styles, attributes } = usePopper(referenceElement, popperElement, {\n modifiers: [\n { name: \"arrow\", options: { element: arrowElement } },\n {\n name: \"offset\",\n options: {\n offset: [0, 10],\n },\n },\n ],\n });\n\n const isSelectionLocked = selectedObjects.length\n ? selectedObjects.every((object) => lockedObjects.has(object))\n : false;\n\n const handleBackgroundColorChange: InputHTMLAttributes[\"onChange\"] =\n (event) => {\n setBackgroundColor(event.target.value);\n };\n\n useEffect(() => {\n if (navigator.platform && navigator.platform.startsWith(\"Mac\")) {\n setIsMac(true);\n } else if (navigator.userAgent.match(/\\(Macintosh;/)) {\n setIsMac(true);\n }\n }, []);\n\n useEffect(() => {\n if (popperElement) {\n popperElement.focus();\n }\n }, [popperElement]);\n\n return (\n
\n
\n \n \n \n \n \n \n
\n
\n {activeCanvasType === \"color\" ? (\n <>\n {\n const imageUrl = await new Promise(\n (resolve, reject) => {\n const inputFile = event.target.files?.[0];\n if (inputFile) {\n const reader = new FileReader();\n reader.addEventListener(\"load\", (event) => {\n resolve(event.target?.result as string);\n });\n reader.readAsDataURL(inputFile);\n } else {\n reject(new Error(\"No input file provided.\"));\n }\n }\n );\n addImages([imageUrl]);\n }}\n type=\"file\"\n accept=\".png, image/png\"\n hidden\n />\n {\n if (fileInputRef.current) {\n fileInputRef.current.click();\n }\n }}\n >\n \n \n \n {isSelectionLocked ? (\n \n ) : (\n \n )}\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n ) : null}\n\n {activeCanvasType === \"metallic\" ? (\n <>\n {\n setDrawingMode(false);\n }}\n >\n \n \n {\n setDrawingMode(true);\n setBrushToolsOpen((isOpen) => !isOpen);\n }}\n >\n \n \n\n {isBrushToolsOpen ? (\n {\n const newFocusElement = event.relatedTarget;\n const isFocusLeaving =\n !newFocusElement ||\n !event.currentTarget.contains(newFocusElement);\n if (isFocusLeaving) {\n setBrushToolsOpen(false);\n }\n }}\n {...attributes.popper}\n >\n
\n
\n \n
\n {\n if (Array.isArray(value)) {\n value = value[0];\n }\n setBrushColor(value);\n }}\n handleStyle={{\n width: 20,\n height: 20,\n marginTop: -6,\n borderColor: \"rgb(20, 105, 241)\",\n background: `rgb(${brushColor}, ${brushColor}, ${brushColor})`,\n opacity: 1,\n }}\n railStyle={{\n height: 8,\n border: \"1px solid #555\",\n background:\n \"linear-gradient(to right, black 0%, white 100%)\",\n }}\n />\n
\n
\n\n
\n \n
\n {\n if (Array.isArray(value)) {\n value = value[0];\n }\n setBrushSize(value);\n }}\n handleStyle={{\n width: 20,\n height: 20,\n marginTop: -6,\n borderColor: \"#03fccf\",\n background: \"rgb(5, 69, 76)\",\n // background: `rgb(${brushColor}, ${brushColor}, ${brushColor})`,\n opacity: 1,\n }}\n railStyle={{\n height: 8,\n border: \"1px solid #555\",\n background: \"rgba(255, 255, 255, 0.3)\",\n }}\n />\n
\n
\n
\n\n \n
\n ) : null}\n \n ) : null}\n
\n
\n \n {\n const name = nameInputRef.current ? nameInputRef.current.value : \"\";\n const format = fileTypeRef.current\n ? fileTypeRef.current.value\n : \".png\";\n exportSkin({ name, format });\n }}\n >\n Export\n \n \n
\n \n );\n}\n","import React, { useContext } from \"react\";\n\ntype WarriorContextValue = {\n actualModel: string;\n selectedModel: string;\n setSelectedModel: (selectedModel: string) => void;\n selectedModelType: string;\n selectedAnimation: string | null;\n selectedModelUrl: string;\n setSelectedAnimation: (selectedAnimation: string | null) => void;\n animationPaused: boolean;\n setAnimationPaused: (\n animationPaused: boolean | ((animationPaused: boolean) => boolean)\n ) => void;\n skinImageUrls: Record;\n defaultSkinImageUrls: Record;\n setSkinImageUrls: (\n value:\n | Record\n | ((prevSkinImageUrls: Record) => Record)\n ) => void;\n selectedSkinType: string | null;\n setSelectedSkinType: (selectedSkinType: string | null) => void;\n selectedSkin: string | null;\n setSelectedSkin: (selectedSkin: string | null) => void;\n setSelectedModelType: (selectedModelType: string) => void;\n};\n\nconst WarriorContext = React.createContext(null);\nWarriorContext.displayName = \"WarriorContext\";\n\nexport { WarriorContext };\n\nexport default function useWarrior() {\n const context = useContext(WarriorContext);\n if (!context) {\n throw new Error(\"No WarriorContext.Provider\");\n }\n return context;\n}\n","import { fabric } from \"fabric\";\n\nexport function createFabricImage(url: string) {\n return new Promise((resolve) =>\n fabric.Image.fromURL(url, resolve, {\n crossOrigin: \"anonymous\",\n })\n );\n}\n","export default function Worker_fn() {\n return new Worker(__webpack_public_path__ + \"static/chunks/imageProcessing.worker-ec557200a46215b3.worker.js\");\n}\n","import { useEffect, useMemo, useRef } from \"react\";\nimport * as Comlink from \"comlink\";\nimport Worker from \"worker-loader!./imageProcessing.worker\";\nimport type { ImageFunctions } from \"./imageProcessing.worker\";\n\nexport default function useImageWorker() {\n const workerRef = useRef(null);\n const functionsRef = useRef\n > | null>(null);\n\n const value = useMemo(() => {\n const getFunctions = () => {\n return functionsRef.current;\n };\n return {\n async combineColorAndAlphaImageUrls(...args) {\n const functions = await getFunctions();\n return functions?.combineColorAndAlphaImageUrls(...args);\n },\n async removeAlphaFromArrayBuffer(...args) {\n const functions = await getFunctions();\n return functions?.removeAlphaFromArrayBuffer(...args);\n },\n async convertArrayBufferAlphaToGrayscale(...args) {\n const functions = await getFunctions();\n return functions?.convertArrayBufferAlphaToGrayscale(...args);\n },\n async convertGrayscaleImageUrlToMetallicRoughness(...args) {\n const functions = await getFunctions();\n return functions?.convertGrayscaleImageUrlToMetallicRoughness(...args);\n },\n } as ImageFunctions;\n }, []);\n\n useEffect(() => {\n const worker = new Worker();\n const functions = Comlink.wrap(worker);\n\n workerRef.current = worker;\n functionsRef.current = functions;\n\n return () => {\n functions[Comlink.releaseProxy]();\n worker.terminate();\n };\n }, []);\n\n return value;\n}\n","export default function useSettings() {\n return {\n canvasPadding: 64,\n basePath: process.env.NODE_ENV === \"production\" ? \"/t2-model-skinner\" : \"\",\n };\n}\n","import { PNG } from \"pngjs/browser\";\nimport getStream from \"get-stream\";\n\nexport function arrayBufferToBase64(arrayBuffer: ArrayBuffer) {\n let base64 = \"\";\n const encodings =\n \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/\";\n\n const bytes = new Uint8Array(arrayBuffer);\n const byteLength = bytes.byteLength;\n const byteRemainder = byteLength % 3;\n const mainLength = byteLength - byteRemainder;\n\n let a, b, c, d;\n let chunk;\n\n // Main loop deals with bytes in chunks of 3\n for (let i = 0; i < mainLength; i = i + 3) {\n // Combine the three bytes into a single integer\n chunk = (bytes[i] << 16) | (bytes[i + 1] << 8) | bytes[i + 2];\n\n // Use bitmasks to extract 6-bit segments from the triplet\n a = (chunk & 16515072) >> 18; // 16515072 = (2^6 - 1) << 18\n b = (chunk & 258048) >> 12; // 258048 = (2^6 - 1) << 12\n c = (chunk & 4032) >> 6; // 4032 = (2^6 - 1) << 6\n d = chunk & 63; // 63 = 2^6 - 1\n\n // Convert the raw binary segments to the appropriate ASCII encoding\n base64 += encodings[a] + encodings[b] + encodings[c] + encodings[d];\n }\n\n // Deal with the remaining bytes and padding\n if (byteRemainder == 1) {\n chunk = bytes[mainLength];\n\n a = (chunk & 252) >> 2; // 252 = (2^6 - 1) << 2\n\n // Set the 4 least significant bits to zero\n b = (chunk & 3) << 4; // 3 = 2^2 - 1\n\n base64 += encodings[a] + encodings[b] + \"==\";\n } else if (byteRemainder == 2) {\n chunk = (bytes[mainLength] << 8) | bytes[mainLength + 1];\n\n a = (chunk & 64512) >> 10; // 64512 = (2^6 - 1) << 10\n b = (chunk & 1008) >> 4; // 1008 = (2^6 - 1) << 4\n\n // Set the 2 least significant bits to zero\n c = (chunk & 15) << 2; // 15 = 2^4 - 1\n\n base64 += encodings[a] + encodings[b] + encodings[c] + \"=\";\n }\n\n return base64;\n}\n\nexport async function rgbaToArrayBuffer(\n rgba: Uint8Array,\n {\n width,\n height,\n }: {\n width: number;\n height: number;\n }\n) {\n const png = new PNG({\n width,\n height,\n inputHasAlpha: true,\n });\n png.data = rgba;\n png.pack();\n const arrayBuffer = await getStream.buffer(png);\n return arrayBuffer;\n}\n\nexport function arrayBufferToImageUrl(arrayBuffer: ArrayBuffer) {\n const base64 = arrayBufferToBase64(arrayBuffer);\n return `data:image/png;base64,${base64}`;\n}\n\nexport async function imageUrlToArrayBuffer(url: string) {\n const response = await fetch(url);\n if (response.ok) {\n const arrayBuffer = await response.arrayBuffer();\n return arrayBuffer;\n } else {\n throw new Error(`Failed to load image URL: ${url}`);\n }\n}\n\nexport async function arrayBufferToRgba(arrayBuffer: ArrayBuffer) {\n const png = await new Promise((resolve, reject) =>\n new PNG().parse(arrayBuffer, (err, data) => {\n if (err) {\n reject(err);\n } else {\n resolve(data);\n }\n })\n );\n return { rgba: png.data, width: png.width, height: png.height };\n}\n\nexport async function setGrayscaleFromAlpha(rgba: Uint8Array) {\n const length = rgba.length;\n for (let i = 0; i < length; i += 4) {\n const alpha = rgba[i + 3];\n rgba[i] = alpha;\n rgba[i + 1] = alpha;\n rgba[i + 2] = alpha;\n rgba[i + 3] = 255;\n }\n}\n\nexport async function setAlphaFromGrayscale(\n rgba: Uint8Array,\n grayscaleRgba: Uint8Array\n) {\n const length = rgba.length;\n // Modify image to map white pixels on the metallic canvas\n // to the alpha channel.\n for (let i = 0; i < length; i += 4) {\n rgba[i + 3] = Math.max(1, grayscaleRgba[i]);\n }\n}\n\nexport async function setAlphaToMax(rgba: Uint8Array) {\n const length = rgba.length;\n for (let i = 0; i < length; i += 4) {\n rgba[i + 3] = 255;\n }\n}\n\nexport function setMetallicFromGrayscale(rgba: Uint8Array) {\n const length = rgba.length;\n for (let i = 0; i < length; i += 4) {\n const grayscale = rgba[i];\n // Red meanings nothing, set to 0.\n rgba[i] = 0;\n // Green maps to roughness. We want more metallic to be less rough.\n rgba[i + 1] = grayscale > 0 ? 255 - Math.min(grayscale * 2 + 64, 255) : 255;\n // Blue and alpha values should already be correct.\n rgba[i + 2] = grayscale ? Math.min(grayscale * 1 + 64, 255) : 0;\n }\n}\n\nexport async function imageUrlToRgba(imageUrl: string) {\n const arrayBuffer = await imageUrlToArrayBuffer(imageUrl);\n const { rgba, width, height } = await arrayBufferToRgba(arrayBuffer);\n return { rgba, width, height };\n}\n\ntype ImageSize = {\n width: number;\n height: number;\n};\n\nexport async function rgbaToImageUrl(\n rgba: Uint8Array,\n { width, height }: ImageSize\n) {\n const arrayBuffer = await rgbaToArrayBuffer(rgba, {\n width,\n height,\n });\n const imageUrl = arrayBufferToImageUrl(arrayBuffer);\n return imageUrl;\n}\n\nexport async function combineColorAndAlphaImageUrls({\n colorImageUrl,\n metallicImageUrl,\n}: {\n colorImageUrl: string;\n metallicImageUrl: string;\n}) {\n const [{ rgba, width, height }, { rgba: metallicRgba }] = await Promise.all([\n imageUrlToRgba(colorImageUrl),\n imageUrlToRgba(metallicImageUrl),\n ]);\n setAlphaFromGrayscale(rgba, metallicRgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n\nexport async function removeAlphaFromArrayBuffer(arrayBuffer: ArrayBuffer) {\n const { rgba, width, height } = await arrayBufferToRgba(arrayBuffer);\n setAlphaToMax(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n\nexport async function convertArrayBufferAlphaToGrayscale(\n arrayBuffer: ArrayBuffer\n) {\n const { rgba, width, height } = await arrayBufferToRgba(arrayBuffer);\n setGrayscaleFromAlpha(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n\nexport async function convertGrayscaleImageUrlToMetallicRoughness(\n imageUrl: string\n) {\n const { rgba, width, height } = await imageUrlToRgba(imageUrl);\n setMetallicFromGrayscale(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, { width, height });\n return outputImageUrl;\n}\n","import { ReactNode, useCallback, useEffect, useMemo, useState } from \"react\";\nimport getConfig from \"next/config\";\nimport { fabric } from \"fabric\";\nimport { ToolsContext } from \"./useTools\";\nimport useCanvas from \"./useCanvas\";\nimport useWarrior from \"./useWarrior\";\nimport { createFabricImage } from \"./fabricUtils\";\nimport useImageWorker from \"./useImageWorker\";\nimport { MaterialDefinition } from \"./Material\";\nimport useSettings from \"./useSettings\";\nimport { imageUrlToArrayBuffer } from \"./imageUtils\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nfunction lockObject(object: fabric.Object) {\n object.lockMovementX = true;\n object.lockMovementY = true;\n object.lockScalingX = true;\n object.lockScalingY = true;\n object.lockRotation = true;\n}\n\nfunction unlockObject(object: fabric.Object) {\n object.lockMovementX = false;\n object.lockMovementY = false;\n object.lockScalingX = false;\n object.lockScalingY = false;\n object.lockRotation = false;\n}\n\nfunction isActiveSelection(\n object: fabric.Object\n): object is fabric.ActiveSelection {\n return object.type === \"activeSelection\";\n}\n\nexport default function ToolsProvider({ children }: { children: ReactNode }) {\n const { actualModel, selectedModelType } = useWarrior();\n const [selectedMaterialIndex, setSelectedMaterialIndex] = useState(0);\n const materialDefs = materials[actualModel];\n const materialDef = materialDefs[selectedMaterialIndex] ?? null;\n\n const textureSize = useMemo(\n () => materialDef.size ?? [512, 512],\n [materialDef]\n );\n\n const hasMetallic = !(\n materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1\n );\n\n const [activeCanvasType, setActiveCanvasType] = useState(\"color\");\n\n if (!hasMetallic && activeCanvasType === \"metallic\") {\n setActiveCanvasType(\"color\");\n }\n\n const [backgroundColor, setBackgroundColor] = useState(\"magenta\");\n const [lockedObjects, setLockedObjects] = useState(\n () => new Set()\n );\n const [brushColor, setBrushColor] = useState(200);\n const [brushSize, setBrushSize] = useState(10);\n const [selectedObjects, setSelectedObjects] = useState(\n () => []\n );\n\n const activeCanvas = materialDef\n ? `${materialDef.name}:${activeCanvasType}`\n : null;\n const metallicCanvasId = materialDef ? `${materialDef.name}:metallic` : null;\n const { canvases } = useCanvas();\n const { canvas, notifyChange, undo, redo, canUndo, canRedo } =\n useCanvas(activeCanvas);\n const { canvas: metallicCanvas } = useCanvas(metallicCanvasId);\n const [isDrawingMode, setDrawingMode] = useState(false);\n const { combineColorAndAlphaImageUrls } = useImageWorker();\n const { canvasPadding } = useSettings();\n\n const lockSelection = useCallback(() => {\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects) => {\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects) {\n newLockedObjects.add(selectedObject);\n lockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [selectedObjects]);\n\n const unlockSelection = useCallback(() => {\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects) => {\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects) {\n newLockedObjects.delete(selectedObject);\n unlockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [selectedObjects]);\n\n const bringForward = useCallback(async () => {\n const object = canvas.getActiveObject();\n if (object) {\n canvas.bringForward(object, true);\n notifyChange();\n }\n }, [canvas, notifyChange]);\n\n const sendBackward = useCallback(async () => {\n const object = canvas.getActiveObject();\n if (object) {\n // Don't allow below base skin.\n if (canvas._objects[0] === object || canvas._objects[1] === object) {\n return;\n }\n canvas.sendBackwards(object, true);\n notifyChange();\n }\n }, [canvas, notifyChange]);\n\n const addImages = useCallback(\n async (imageUrls: string[]) => {\n let lastAddedImage;\n for (const imageUrl of imageUrls) {\n const image = await createFabricImage(imageUrl);\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n const widthRatio = image.width / textureSize[0];\n const heightRatio = image.height / textureSize[1];\n if (widthRatio > 1 || heightRatio > 1) {\n let scale;\n if (widthRatio > heightRatio) {\n scale = 1 / widthRatio;\n } else {\n scale = 1 / heightRatio;\n }\n image.scaleX = scale;\n image.scaleY = scale;\n }\n if (activeCanvasType === \"metallic\") {\n if (!image.filters) {\n image.filters = [];\n }\n const grayscaleFilter = new fabric.Image.filters.Grayscale();\n image.filters.push(grayscaleFilter);\n image.applyFilters();\n }\n setDrawingMode(false);\n canvas.centerObject(image);\n canvas.add(image);\n lastAddedImage = image;\n }\n if (lastAddedImage) {\n canvas.setActiveObject(lastAddedImage);\n }\n },\n [canvas, activeCanvasType, textureSize]\n );\n\n const duplicate = useCallback(async () => {\n const object = canvas.getActiveObject();\n if (object) {\n const copy = await new Promise((resolve) =>\n object.clone(resolve)\n );\n copy.set({\n top: (copy.top ?? 0) + 20,\n left: (copy.left ?? 0) + 20,\n evented: true,\n });\n\n if (isActiveSelection(copy)) {\n copy.canvas = canvas;\n copy.forEachObject((object) => {\n canvas.add(object);\n });\n copy.setCoords();\n }\n\n canvas.discardActiveObject();\n canvas.add(copy);\n canvas.setActiveObject(copy);\n }\n }, [canvas]);\n\n const deleteSelection = useCallback(async () => {\n const objects = canvas.getActiveObjects();\n canvas.discardActiveObject();\n canvas.remove(...objects);\n canvas.requestRenderAll();\n // forceUpdateRef.current();\n }, [canvas]);\n\n const exportSkin = useCallback(\n async ({ format, name = \"\" }: { format: string; name: string }) => {\n const { savePngFile, saveZipFile, createZipFile } = await import(\n \"./exportUtils\"\n );\n\n name = name.trim() || \"MyCustomSkin\";\n\n const materialExports = await Promise.all(\n materialDefs.map(async (materialDef: MaterialDefinition) => {\n const colorCanvas = canvases[`${materialDef.name}:color`]?.canvas;\n const metallicCanvas =\n canvases[`${materialDef.name}:metallic`]?.canvas;\n\n const textureSize = materialDef.size ?? [512, 512];\n let outputImageUrl;\n\n const colorImageUrl = colorCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n\n if (metallicCanvas) {\n const metallicImageUrl = metallicCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n outputImageUrl = await combineColorAndAlphaImageUrls({\n colorImageUrl,\n metallicImageUrl,\n });\n } else {\n outputImageUrl = colorImageUrl;\n }\n\n const filename =\n selectedModelType === \"player\"\n ? `${name}.${actualModel}.png`\n : materialDef\n ? `${materialDef.file ?? materialDef.name}.png`\n : `weapon_${actualModel}.png`;\n\n return { imageUrl: outputImageUrl, filename };\n })\n );\n\n switch (format) {\n case \"png\": {\n const { imageUrl, filename } = materialExports[selectedMaterialIndex];\n savePngFile(imageUrl, filename);\n break;\n }\n case \"vl2\": {\n const files = await Promise.all(\n materialExports.map(async (materialExport) => ({\n data: await imageUrlToArrayBuffer(materialExport.imageUrl),\n name: materialExport.filename,\n }))\n );\n const zip = createZipFile(files);\n const camelCaseName = actualModel.replace(\n /(?:^([a-z])|_([a-z]))/g,\n (match, a, b) => (a || b).toUpperCase()\n );\n const zipFileName =\n selectedModelType === \"player\"\n ? `zPlayerSkin-${name}.vl2`\n : `zWeapon${camelCaseName}-${name}.vl2`;\n await saveZipFile(zip, zipFileName);\n }\n }\n return;\n },\n [\n actualModel,\n canvasPadding,\n canvases,\n combineColorAndAlphaImageUrls,\n materialDefs,\n selectedMaterialIndex,\n selectedModelType,\n ]\n );\n\n const context = useMemo(\n () => ({\n activeCanvas,\n activeCanvasType,\n setActiveCanvasType,\n backgroundColor,\n setBackgroundColor,\n lockedObjects,\n setLockedObjects,\n brushColor,\n setBrushColor,\n brushSize,\n setBrushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n setDrawingMode,\n selectedMaterialIndex,\n setSelectedMaterialIndex,\n textureSize,\n hasMetallic,\n }),\n [\n activeCanvas,\n activeCanvasType,\n backgroundColor,\n lockedObjects,\n brushColor,\n brushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n selectedMaterialIndex,\n textureSize,\n hasMetallic,\n ]\n );\n\n useEffect(() => {\n if (canvas) {\n const handleSelectionUpdated = () => {\n setSelectedObjects(canvas.getActiveObjects());\n };\n canvas.on(\"selection:cleared\", handleSelectionUpdated);\n canvas.on(\"selection:updated\", handleSelectionUpdated);\n canvas.on(\"selection:created\", handleSelectionUpdated);\n\n return () => {\n canvas.off(\"selection:cleared\", handleSelectionUpdated);\n canvas.off(\"selection:updated\", handleSelectionUpdated);\n canvas.off(\"selection:created\", handleSelectionUpdated);\n };\n }\n }, [canvas]);\n\n useEffect(() => {\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.width = brushSize;\n }\n }, [metallicCanvas, brushSize]);\n\n useEffect(() => {\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.color = `rgb(${brushColor}, ${brushColor}, ${brushColor})`;\n }\n }, [metallicCanvas, brushColor]);\n\n return (\n {children}\n );\n}\n","import useTools from \"./useTools\";\nimport useSettings from \"./useSettings\";\n\nexport default function CanvasBackdrop() {\n const { backgroundColor, textureSize } = useTools();\n const { canvasPadding } = useSettings();\n\n return textureSize ? (\n \n ) : null;\n}\n","import { ReactNode, useCallback, useMemo, useState } from \"react\";\nimport { CanvasContext, CanvasInfo } from \"./useCanvas\";\n\nexport default function CanvasProvider({ children }: { children: ReactNode }) {\n const [canvases, setCanvases] = useState>({});\n\n const registerCanvas = useCallback(\n (canvasId: string, canvasInfo: CanvasInfo) => {\n setCanvases((canvases) => {\n return { ...canvases, [canvasId]: canvasInfo };\n });\n },\n []\n );\n\n const unregisterCanvas = useCallback((canvasId: string) => {\n setCanvases((canvases) => {\n const { [canvasId]: canvas, ...rest } = canvases;\n return rest;\n });\n }, []);\n\n const context = useMemo(() => {\n return {\n canvases,\n registerCanvas,\n unregisterCanvas,\n };\n }, [canvases, registerCanvas, unregisterCanvas]);\n\n return (\n {children}\n );\n}\n","import { ReactNode, useRef } from \"react\";\nimport useCanvas from \"./useCanvas\";\nimport useTools from \"./useTools\";\n\nexport default function CanvasInteractions({\n children,\n}: {\n children: ReactNode;\n}) {\n const ref = useRef(null);\n const {\n activeCanvas,\n bringForward,\n sendBackward,\n duplicate,\n deleteSelection,\n addImages,\n undo,\n redo,\n } = useTools();\n const { canvas, notifyChange, setDrawingMode } = useCanvas(activeCanvas);\n\n const nudge = async ({ top = 0, left = 0 } = {}) => {\n const objects = canvas.getActiveObjects();\n for (const object of objects) {\n object.top = (object.top ?? 0) + top;\n object.left = (object.left ?? 0) + left;\n }\n notifyChange();\n };\n\n return (\n {\n event.preventDefault();\n if (ref.current) {\n ref.current.focus();\n }\n const { items } = event.dataTransfer;\n const images = Array.from(items).filter(\n (item) => item.kind === \"file\" && item.type.match(/^image\\//)\n );\n const imageUrls = await Promise.all(\n images\n .map(async (droppedImageFile) => {\n const file = droppedImageFile.getAsFile();\n if (!file) {\n throw new Error(\"Not a file.\");\n }\n const reader = new FileReader();\n const imageUrl = await new Promise((resolve, reject) => {\n reader.onload = async (event) => {\n if (event.target && typeof event.target.result === \"string\") {\n resolve(event.target.result);\n } else {\n reject(new Error(\"Failed to load image data.\"));\n }\n };\n reader.readAsDataURL(file);\n });\n return imageUrl;\n })\n .filter(Boolean)\n );\n\n await addImages(imageUrls);\n }}\n onKeyDown={async (event) => {\n const target = event.target as HTMLElement;\n if (target.nodeName === \"INPUT\" || target.nodeName === \"TEXTAREA\") {\n return;\n }\n if (event.ctrlKey || event.metaKey) {\n switch (event.key) {\n case \"z\":\n if (event.altKey) {\n return;\n } else if (event.shiftKey) {\n event.preventDefault();\n redo();\n return;\n } else {\n event.preventDefault();\n undo();\n return;\n }\n case \"y\":\n if (event.altKey || event.shiftKey) {\n return;\n } else {\n event.preventDefault();\n redo();\n return;\n }\n }\n }\n if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) {\n return;\n }\n switch (event.key) {\n case \"Backspace\":\n case \"Delete\": {\n event.preventDefault();\n await deleteSelection();\n break;\n }\n case \"ArrowLeft\": {\n event.preventDefault();\n await nudge({ left: -1 });\n break;\n }\n case \"ArrowRight\": {\n event.preventDefault();\n await nudge({ left: 1 });\n break;\n }\n case \"ArrowUp\": {\n event.preventDefault();\n await nudge({ top: -1 });\n break;\n }\n case \"ArrowDown\": {\n event.preventDefault();\n await nudge({ top: 1 });\n break;\n }\n case \"d\": {\n event.preventDefault();\n await duplicate();\n break;\n }\n case \"f\": {\n event.preventDefault();\n await bringForward();\n break;\n }\n case \"b\": {\n event.preventDefault();\n await sendBackward();\n break;\n }\n case \"p\": {\n if (activeCanvas === \"metallic\") {\n event.preventDefault();\n setDrawingMode(true);\n }\n break;\n }\n case \"s\":\n if (activeCanvas === \"color\") {\n event.preventDefault();\n setDrawingMode(false);\n }\n break;\n }\n }}\n >\n {children}\n \n );\n}\n","import useTools from \"./useTools\";\n\nexport default function CanvasToggle() {\n const { activeCanvasType, setActiveCanvasType, hasMetallic } = useTools();\n\n return (\n
\n {\n setActiveCanvasType(\"color\");\n }}\n >\n Color\n \n {hasMetallic ? (\n {\n setActiveCanvasType(\"metallic\");\n }}\n >\n Metallic\n \n ) : null}\n
\n );\n}\n","import getConfig from \"next/config\";\nimport useWarrior from \"./useWarrior\";\nimport { AiTwotoneFolderOpen } from \"react-icons/ai\";\nimport { useRef } from \"react\";\nimport useTools from \"./useTools\";\n\nconst { publicRuntimeConfig } = getConfig();\nconst { defaultSkins, customSkins, modelDefaults, materials } =\n publicRuntimeConfig;\n\nexport default function WarriorSelector() {\n const {\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n selectedSkin,\n setSelectedSkin,\n setSelectedSkinType,\n actualModel,\n setSelectedAnimation,\n setSkinImageUrls,\n setAnimationPaused,\n } = useWarrior();\n const { selectedMaterialIndex, setSelectedMaterialIndex } = useTools();\n const materialDefs = materials[actualModel];\n const materialDef = materialDefs[selectedMaterialIndex];\n const fileInputRef = useRef(null);\n\n return (\n
\n
\n \n {\n const parentNode = event.target.selectedOptions[0]\n .parentNode as HTMLElement;\n const newSelectedModel = event.target.value;\n const { modelType } = parentNode.dataset;\n if (!modelType) {\n throw new Error(\"No data-model-type found\");\n }\n const newModelHasSkin =\n defaultSkins[newSelectedModel]?.includes(selectedSkin) ||\n customSkins[newSelectedModel]?.includes(selectedSkin) ||\n false;\n // startTransition(() => {\n setSelectedAnimation(null);\n setAnimationPaused(false);\n setSelectedModelType(modelType);\n setSelectedModel(newSelectedModel);\n setSelectedMaterialIndex(0);\n if (!newModelHasSkin) {\n setSelectedSkin(modelDefaults[newSelectedModel] ?? null);\n setSelectedSkinType(\"default\");\n }\n // });\n }}\n >\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n {/* */}\n \n \n \n \n \n \n \n \n \n
\n
\n \n
\n {\n const parentNode = event.target.selectedOptions[0]\n .parentNode as HTMLElement;\n const skinType = event.target.value\n ? parentNode.dataset.skinType ?? null\n : null;\n setSelectedSkin(event.target.value || null);\n setSelectedSkinType(skinType);\n }}\n >\n \n {selectedModelType === \"player\" ? (\n <>\n \n {defaultSkins[actualModel]?.map((name: string) => {\n return (\n \n );\n })}\n \n \n {customSkins[actualModel]?.map((name: string) => {\n return (\n \n );\n })}\n \n \n ) : null}\n {selectedModelType === \"weapon\" ? (\n <>\n {modelDefaults[actualModel] ? (\n \n \n \n ) : null}\n {customSkins[actualModel]?.length ? (\n \n {customSkins[actualModel].map((name: string) => (\n \n ))}\n \n ) : null}\n \n ) : null}\n \n {\n if (fileInputRef.current) {\n fileInputRef.current.click();\n }\n }}\n >\n \n \n {\n const imageUrl = await new Promise((resolve, reject) => {\n const inputFile = event.target.files?.[0];\n if (inputFile) {\n const reader = new FileReader();\n reader.addEventListener(\"load\", (event) => {\n resolve(event.target?.result as string);\n });\n reader.readAsDataURL(inputFile);\n } else {\n reject(new Error(\"No input file provided.\"));\n }\n });\n setSelectedSkin(null);\n setSkinImageUrls({ [materialDef.name]: imageUrl });\n }}\n type=\"file\"\n accept=\".png, image/png\"\n hidden\n />\n
\n
\n
\n );\n}\n","import { ReactNode, useEffect, useMemo, useState } from \"react\";\nimport getConfig from \"next/config\";\nimport useSettings from \"./useSettings\";\nimport { WarriorContext } from \"./useWarrior\";\nimport type { MaterialDefinition } from \"./Material\";\n\nconst { publicRuntimeConfig } = getConfig();\nconst { materials, modelDefaults } = publicRuntimeConfig;\nconst baseSkinPath = `https://exogen.github.io/t2-skins/skins`;\n\nexport function getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n}: {\n basePath: string;\n actualModel: string;\n selectedModelType: string;\n selectedSkin: string | null;\n selectedSkinType: string | null;\n}): Record {\n const materialDefs = materials[actualModel];\n switch (selectedModelType) {\n case \"player\":\n switch (selectedSkinType) {\n case \"default\":\n return {\n base: `${basePath}/textures/${selectedSkin}.${actualModel}.png`,\n };\n case \"custom\":\n return { base: `${baseSkinPath}/${selectedSkin}.${actualModel}.png` };\n }\n break;\n case \"weapon\":\n return materialDefs.reduce(\n (\n skinImageUrls: Record,\n materialDef: MaterialDefinition\n ) => {\n if (materialDef) {\n switch (selectedSkinType) {\n case \"default\":\n if (materialDef.hasDefault !== false) {\n skinImageUrls[materialDef.name] = `${basePath}/textures/${\n materialDef.file ?? materialDef.name\n }.png`;\n }\n break;\n case \"custom\":\n skinImageUrls[\n materialDef.name\n ] = `${baseSkinPath}/${selectedSkin}/${\n materialDef.file ?? materialDef.name\n }.png`;\n break;\n }\n }\n return skinImageUrls;\n },\n {}\n );\n }\n return {};\n}\n\nfunction getModelUrl(\n basePath: string,\n actualModel: string,\n selectedAnimation: string | null\n) {\n switch (actualModel) {\n default:\n return `${basePath}/${actualModel}${\n selectedAnimation ? \".anim\" : \"\"\n }.glb`;\n }\n}\n\nexport default function WarriorProvider({ children }: { children: ReactNode }) {\n const [selectedModel, setSelectedModel] = useState(\"lmale\");\n const [selectedModelType, setSelectedModelType] = useState(\"player\");\n const [selectedSkin, setSelectedSkin] = useState(\n \"Blood Eagle\"\n );\n const [selectedSkinType, setSelectedSkinType] = useState(\n \"default\"\n );\n const [selectedAnimation, setSelectedAnimation] = useState(\n null\n );\n const [animationPaused, setAnimationPaused] = useState(false);\n const { basePath } = useSettings();\n const actualModel = selectedModel === \"hfemale\" ? \"hmale\" : selectedModel;\n const selectedModelUrl = getModelUrl(\n basePath,\n actualModel,\n selectedAnimation\n );\n\n const [skinImageUrls, setSkinImageUrls] = useState>(\n () =>\n getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n })\n );\n\n const defaultSkinImageUrls = useMemo(\n () =>\n getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin: modelDefaults[actualModel],\n selectedSkinType: \"default\",\n }),\n [actualModel, basePath, selectedModelType]\n );\n\n const context = useMemo(() => {\n return {\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls,\n };\n }, [\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls,\n ]);\n\n useEffect(() => {\n if (selectedSkin) {\n setSkinImageUrls(\n getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n })\n );\n }\n }, [\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType,\n ]);\n\n return (\n \n {children}\n \n );\n}\n","import React, { useContext } from \"react\";\n\ninterface EnvironmentContextValue {\n selectedEnvironment: string | null;\n setSelectedEnvironment: (selectedEnvironment: string | null) => void;\n environmentImageUrl: string | null;\n}\n\nconst EnvironmentContext = React.createContext(\n null\n);\nEnvironmentContext.displayName = \"EnvironmentContext\";\n\nexport { EnvironmentContext };\n\nexport default function useEnvironment() {\n const context = useContext(EnvironmentContext);\n if (!context) {\n throw new Error(\"No EnvironmentContext.Provider\");\n }\n return context;\n}\n","import React, { useContext } from \"react\";\n\nexport type SkinImages = {\n colorImageUrl?: string;\n metallicImageUrl?: string;\n};\n\nexport type MaterialSkins = Record;\n\ninterface SkinContextValue {\n materialSkins: MaterialSkins;\n getSkinImages: (materialName: string) => SkinImages;\n setSkinImages: (materialName: string, skinImages: SkinImages) => void;\n getColorImageUrl: (materialName: string) => string | undefined;\n setColorImageUrl: (materialName: string, colorImageUrl: string) => void;\n getMetallicImageUrl: (materialName: string) => string | undefined;\n setMetallicImageUrl: (materialName: string, colorImageUrl: string) => void;\n}\n\nconst SkinContext = React.createContext(null);\nSkinContext.displayName = \"SkinContext\";\n\nexport { SkinContext };\n\nexport default function useSkin() {\n const context = useContext(SkinContext);\n if (!context) {\n throw new Error(\"No SkinContext.Provider\");\n }\n return context;\n}\n","import { useEffect } from \"react\";\nimport type { ModelViewerElement } from \"@google/model-viewer\";\nimport useSettings from \"./useSettings\";\nimport useSkin from \"./useSkin\";\nimport useModelViewer from \"./useModelViewer\";\n\n// const secondaryMaterialTextures: Record = {\n// disc: [\"textures/discshield2\"],\n// };\n\nexport type ModelMaterial = NonNullable<\n ModelViewerElement[\"model\"]\n>[\"materials\"][number];\n\nexport type MaterialDefinition = {\n index?: number;\n name: string;\n label?: string;\n file?: string;\n hasDefault?: boolean;\n size?: [number, number];\n hidden?: boolean;\n alphaMode?: \"BLEND\" | \"MASK\" | \"OPAQUE\";\n alphaCutoff?: number;\n baseColorFactor?: [number, number, number, number];\n emissiveFactor?: [number, number, number];\n emissiveTexture?: boolean;\n metallicFactor?: number;\n roughnessFactor?: number;\n};\n\nfunction useTexture({\n material,\n materialDef,\n textureType,\n imageUrl,\n}: {\n material: ModelMaterial;\n materialDef?: MaterialDefinition;\n textureType: \"baseColorTexture\" | \"metallicRoughnessTexture\";\n imageUrl?: string;\n}) {\n const { modelViewer } = useModelViewer();\n const { basePath } = useSettings();\n\n useEffect(() => {\n let stale = false;\n\n const updateTexture = async () => {\n if (!materialDef || materialDef.hidden) {\n if (textureType === \"metallicRoughnessTexture\") {\n return;\n } else {\n material.setAlphaMode(\"BLEND\");\n material.pbrMetallicRoughness.setBaseColorFactor([0, 0, 0, 0]);\n }\n } else {\n const {\n alphaMode,\n alphaCutoff,\n baseColorFactor,\n emissiveFactor,\n emissiveTexture = false,\n metallicFactor = 1,\n roughnessFactor = 1,\n } = materialDef;\n let textureUrl = imageUrl ?? `${basePath}/white.png`;\n switch (textureType) {\n case \"baseColorTexture\":\n if (baseColorFactor) {\n material.pbrMetallicRoughness.setBaseColorFactor(baseColorFactor);\n }\n if (alphaMode) {\n material.setAlphaMode(alphaMode);\n }\n if (alphaCutoff) {\n material.setAlphaCutoff(alphaCutoff);\n }\n if (emissiveFactor) {\n material.setEmissiveFactor(emissiveFactor);\n }\n break;\n case \"metallicRoughnessTexture\":\n material.pbrMetallicRoughness.setMetallicFactor(metallicFactor);\n material.pbrMetallicRoughness.setRoughnessFactor(roughnessFactor);\n if (metallicFactor === 0 && roughnessFactor === 1) {\n textureUrl = `${basePath}/green.png`;\n }\n }\n const texture = await modelViewer.createTexture(textureUrl);\n if (!stale) {\n material.pbrMetallicRoughness[textureType].setTexture(texture);\n if (textureType === \"baseColorTexture\" && emissiveTexture) {\n material.emissiveTexture.setTexture(texture);\n }\n }\n }\n };\n\n updateTexture();\n\n return () => {\n stale = true;\n };\n }, [basePath, modelViewer, material, materialDef, textureType, imageUrl]);\n}\n\ninterface MaterialProps {\n material: ModelMaterial;\n materialDef?: MaterialDefinition;\n}\n\nexport default function Material({ material, materialDef }: MaterialProps) {\n const { getSkinImages } = useSkin();\n const { colorImageUrl, metallicImageUrl } =\n getSkinImages(material.name) ?? {};\n\n useTexture({\n material,\n materialDef,\n textureType: \"baseColorTexture\",\n imageUrl: colorImageUrl,\n });\n useTexture({\n material,\n materialDef,\n textureType: \"metallicRoughnessTexture\",\n imageUrl: metallicImageUrl,\n });\n\n return null;\n}\n","import getConfig from \"next/config\";\nimport Material, { MaterialDefinition } from \"./Material\";\nimport useModelViewer from \"./useModelViewer\";\nimport useWarrior from \"./useWarrior\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nexport default function Materials() {\n const { actualModel } = useWarrior();\n const { model } = useModelViewer();\n const materialDefs: MaterialDefinition[] = materials[actualModel];\n\n return (\n <>\n {model.materials.map((material, i) => {\n const materialDef =\n materialDefs.find((materialDef) => materialDef.index === i) ??\n materialDefs[i];\n return (\n \n );\n })}\n \n );\n}\n","import dynamic from \"next/dynamic\";\nimport getConfig from \"next/config\";\nimport useEnvironment from \"./useEnvironment\";\nimport useWarrior from \"./useWarrior\";\nimport Materials from \"./Materials\";\n\nconst ModelViewer = dynamic(() => import(\"./ModelViewer\"), { ssr: false });\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { cameraOverrides } = publicRuntimeConfig;\n\nexport default function WarriorViewer() {\n const {\n selectedModel,\n selectedModelUrl,\n selectedModelType,\n selectedAnimation,\n animationPaused,\n } = useWarrior();\n const { environmentImageUrl } = useEnvironment();\n\n return (\n \n \n \n );\n}\n","import useEnvironment from \"./useEnvironment\";\n\nexport default function EnvironmentSelector() {\n const { selectedEnvironment, setSelectedEnvironment } = useEnvironment();\n\n return (\n <>\n \n {\n setSelectedEnvironment(event.target.value || null);\n }}\n >\n \n \n \n \n \n \n \n \n \n \n \n \n \n );\n}\n","import { useMemo } from \"react\";\nimport getConfig from \"next/config\";\nimport { IoMdPlay, IoMdPause } from \"react-icons/io\";\nimport useWarrior from \"./useWarrior\";\n\nconst { publicRuntimeConfig } = getConfig();\nconst { animations, animationLabels, animationLabelOverrides } =\n publicRuntimeConfig;\n\nexport default function AnimationSelector() {\n const {\n actualModel,\n selectedModelType,\n selectedAnimation,\n setSelectedAnimation,\n animationPaused,\n setAnimationPaused,\n } = useWarrior();\n\n const animationList = useMemo(\n () => [\n ...(selectedModelType === \"player\" ? animations.global : []),\n ...(animations[actualModel] ?? []),\n ],\n [actualModel, selectedModelType]\n );\n\n return (\n <>\n \n
\n {\n setSelectedAnimation(event.target.value || null);\n setAnimationPaused(false);\n }}\n >\n \n {animationList.map((animationName) => {\n const label =\n animationLabelOverrides[actualModel]?.[animationName] ??\n animationLabels[animationName];\n return (\n \n );\n })}\n \n {\n setAnimationPaused((animationPaused) => !animationPaused);\n }}\n >\n {animationPaused || !selectedAnimation ? : }\n \n
\n \n );\n}\n","import { ReactNode, useMemo, useState } from \"react\";\nimport { EnvironmentContext } from \"./useEnvironment\";\nimport useSettings from \"./useSettings\";\n\nexport default function EnvironmentProvider({\n children,\n}: {\n children: ReactNode;\n}) {\n const [selectedEnvironment, setSelectedEnvironment] = useState(\n null\n );\n const { basePath } = useSettings();\n\n const context = useMemo(() => {\n const environmentImageUrl = selectedEnvironment\n ? `${basePath}/${selectedEnvironment}`\n : null;\n return {\n selectedEnvironment,\n setSelectedEnvironment,\n environmentImageUrl,\n };\n }, [basePath, selectedEnvironment, setSelectedEnvironment]);\n\n return (\n \n {children}\n \n );\n}\n","import { ReactNode, useMemo, useState } from \"react\";\nimport { SkinContext, MaterialSkins, SkinImages } from \"./useSkin\";\n\nexport default function SkinProvider({ children }: { children: ReactNode }) {\n const [materialSkins, setMaterialSkins] = useState({});\n\n const setters = useMemo(\n () => ({\n setSkinImages(materialName: string, skinImages: SkinImages) {\n setMaterialSkins((materialSkins) => {\n return {\n ...materialSkins,\n [materialName]: skinImages,\n };\n });\n },\n setColorImageUrl(materialName: string, colorImageUrl: string) {\n setMaterialSkins((materialSkins) => {\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n colorImageUrl,\n },\n };\n });\n },\n setMetallicImageUrl(materialName: string, metallicImageUrl: string) {\n setMaterialSkins((materialSkins) => {\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n metallicImageUrl,\n },\n };\n });\n },\n }),\n []\n );\n\n const context = useMemo(() => {\n return {\n materialSkins,\n getSkinImages(materialName: string) {\n return materialSkins[materialName];\n },\n getColorImageUrl(materialName: string) {\n return materialSkins[materialName].colorImageUrl;\n },\n getMetallicImageUrl(materialName: string) {\n return materialSkins[materialName].metallicImageUrl;\n },\n ...setters,\n };\n }, [materialSkins, setters]);\n\n return (\n {children}\n );\n}\n","import getConfig from \"next/config\";\nimport useTools from \"./useTools\";\nimport useWarrior from \"./useWarrior\";\nimport { MaterialDefinition } from \"./Material\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nexport default function MaterialSelector() {\n const { actualModel } = useWarrior();\n const { selectedMaterialIndex, setSelectedMaterialIndex } = useTools();\n const materialDefs: MaterialDefinition[] = materials[actualModel];\n\n return (\n {\n setSelectedMaterialIndex(parseInt(event.target.value, 10));\n }}\n >\n {materialDefs.map((materialDef, i) =>\n materialDef ? (\n \n ) : null\n )}\n \n );\n}\n","import { useCallback, useEffect, useRef, useState } from \"react\";\nimport useCanvas from \"./useCanvas\";\nimport useSettings from \"./useSettings\";\nimport useTools from \"./useTools\";\nimport { fabric } from \"fabric\";\nimport { createFabricImage } from \"./fabricUtils\";\n\ntype JSONSnapshot = ReturnType;\n\nfunction updateObjectControlOptions() {\n fabric.Object.prototype.set({\n transparentCorners: false,\n borderColor: \"#8afff1\",\n cornerSize: 9,\n cornerStyle: \"circle\",\n cornerColor: \"#8afff1\",\n cornerStrokeColor: \"#1c9f7c\",\n strokeWidth: 10,\n perPixelTargetFind: true,\n });\n}\n\nexport interface CanvasProps {\n canvasId: string;\n canvasType: \"color\" | \"metallic\";\n onChange: (canvas: fabric.Canvas) => void;\n baseImageUrl: string | null;\n textureSize: [number, number];\n defaultDrawingMode?: boolean;\n}\n\nexport default function Canvas({\n canvasId,\n onChange,\n baseImageUrl,\n textureSize,\n defaultDrawingMode = false,\n}: CanvasProps) {\n const canvasElementRef = useRef(null);\n const [canvas, setCanvas] = useState(null);\n const { activeCanvas } = useTools();\n const { canvasPadding } = useSettings();\n const { registerCanvas, unregisterCanvas } = useCanvas();\n const [isDrawingMode, setDrawingMode] = useState(defaultDrawingMode);\n const handleChangeRef = useRef();\n const trackChanges = useRef(true);\n const [undoHistory, setUndoHistory] = useState(() => []);\n const [redoHistory, setRedoHistory] = useState(() => []);\n\n const canUndo = undoHistory.length > 1;\n const canRedo = redoHistory.length > 0;\n\n const handleChange: CanvasProps[\"onChange\"] = useCallback((canvas) => {\n const handleChange = handleChangeRef.current;\n if (handleChange) {\n handleChange(canvas);\n }\n }, []);\n\n const undo = useCallback(async () => {\n if (!canvas) {\n return;\n }\n if (undoHistory.length > 1) {\n const [restoreState, currentState] = undoHistory.slice(-2);\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(restoreState, () => {\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory) => undoHistory.slice(0, -1));\n setRedoHistory((redoHistory) => [currentState, ...redoHistory]);\n }\n }, [canvas, undoHistory]);\n\n const redo = useCallback(() => {\n if (!canvas) {\n return;\n }\n if (redoHistory.length > 0) {\n const nextState = redoHistory[0];\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(nextState, () => {\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory) => [...undoHistory, nextState]);\n setRedoHistory((redoHistory) => redoHistory.slice(1));\n }\n }, [canvas, redoHistory]);\n\n useEffect(() => {\n handleChangeRef.current = onChange;\n }, [onChange]);\n\n const isActive = activeCanvas === canvasId;\n\n useEffect(() => {\n const options = {\n preserveObjectStacking: true,\n targetFindTolerance: 2,\n };\n updateObjectControlOptions();\n\n const canvas = new fabric.Canvas(canvasElementRef.current, options);\n\n let isSnapshotting = false;\n let changeTimer: ReturnType;\n\n const handleChangeWithCanvasArg = () => {\n handleChange(canvas);\n };\n\n const handleRender = () => {\n if (isSnapshotting) {\n return;\n }\n if (!trackChanges.current) {\n return;\n }\n clearTimeout(changeTimer);\n changeTimer = setTimeout(() => {\n const snapshot = snapshotCanvas();\n setUndoHistory((history) => [...history.slice(-5), snapshot]);\n setRedoHistory([]);\n }, 150);\n };\n\n const snapshotCanvas = () => {\n isSnapshotting = true;\n const snapshot = canvas.toJSON([\n \"lockMovementX\",\n \"lockMovementY\",\n \"lockRotation\",\n \"lockScalingX\",\n \"lockScalingY\",\n \"selectable\",\n \"hoverCursor\",\n \"moveCursor\",\n ]);\n isSnapshotting = false;\n return snapshot;\n };\n\n canvas.on(\"object:modified\", handleChangeWithCanvasArg);\n canvas.on(\"object:added\", handleChangeWithCanvasArg);\n canvas.on(\"object:removed\", handleChangeWithCanvasArg);\n canvas.on(\"after:render\", handleRender);\n\n setCanvas(canvas);\n\n return () => {\n clearTimeout(changeTimer);\n setCanvas(null);\n canvas.dispose();\n };\n }, [handleChange]);\n\n useEffect(() => {\n if (canvas) {\n canvas.isDrawingMode = isDrawingMode;\n }\n }, [canvas, isDrawingMode]);\n\n useEffect(() => {\n if (canvas && isActive) {\n canvas.calcOffset();\n }\n }, [canvas, isActive]);\n\n useEffect(() => {\n if (canvas) {\n registerCanvas(canvasId, {\n canvas,\n notifyChange: () => {\n canvas.renderAll();\n handleChange(canvas);\n },\n undo,\n redo,\n canUndo,\n canRedo,\n isDrawingMode,\n setDrawingMode,\n });\n return () => {\n unregisterCanvas(canvasId);\n };\n }\n }, [\n canvas,\n registerCanvas,\n unregisterCanvas,\n canvasId,\n handleChange,\n isDrawingMode,\n setDrawingMode,\n undo,\n redo,\n canUndo,\n canRedo,\n ]);\n\n useEffect(() => {\n if (canvas && textureSize) {\n trackChanges.current = false;\n canvas.clear();\n if (baseImageUrl) {\n let stale = false;\n const addImage = async () => {\n const image = await createFabricImage(baseImageUrl);\n if (!stale) {\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n image.selectable = false;\n image.lockMovementX = true;\n image.lockMovementY = true;\n image.lockScalingX = true;\n image.lockScalingY = true;\n image.lockRotation = true;\n image.hoverCursor = \"default\";\n image.moveCursor = \"default\";\n const [expectedWidth, expectedHeight] = textureSize;\n const scaleX =\n image.width === expectedWidth ? 1 : expectedWidth / image.width;\n const scaleY =\n image.height === expectedHeight\n ? 1\n : expectedHeight / image.height;\n if (scaleX !== 1 || scaleY !== 1) {\n image.scaleX = scaleX;\n image.scaleY = scaleY;\n }\n canvas.centerObject(image);\n canvas.add(image);\n }\n trackChanges.current = true;\n canvas.requestRenderAll();\n };\n\n addImage();\n\n return () => {\n stale = true;\n };\n }\n }\n }, [canvas, baseImageUrl, textureSize]);\n\n return (\n
\n \n
\n );\n}\n","import React, { useContext } from \"react\";\n\ninterface ImageLoaderContextValue {\n loadImage: (url: string) => Promise;\n}\n\nexport const ImageLoaderContext =\n React.createContext(null);\nImageLoaderContext.displayName = \"ImageLoaderContext\";\n\nexport default function useImageLoader() {\n const context = useContext(ImageLoaderContext);\n if (!context) {\n throw new Error(\"ImageLoaderContext.Provider not found!\");\n }\n return context;\n}\n","import { useCallback, useEffect, useMemo, useState } from \"react\";\nimport Canvas, { CanvasProps } from \"./Canvas\";\nimport useSettings from \"./useSettings\";\nimport useSkin from \"./useSkin\";\nimport type { MaterialDefinition } from \"./Material\";\nimport useWarrior from \"./useWarrior\";\nimport useImageWorker from \"./useImageWorker\";\nimport useImageLoader from \"./useImageLoader\";\n\nconst defaultTextureSize = [512, 512] as [number, number];\n\nexport default function ColorCanvas({\n materialDef,\n}: {\n materialDef: MaterialDefinition;\n}) {\n const { skinImageUrls, defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setColorImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [noAlphaImageUrl, setNoAlphaImageUrl] = useState(null);\n const { removeAlphaFromArrayBuffer } = useImageWorker();\n const { loadImage } = useImageLoader();\n\n const textureSize = useMemo(\n () => materialDef.size ?? defaultTextureSize,\n [materialDef]\n );\n\n const handleChange = useCallback(\n async (canvas) => {\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n setColorImageUrl(materialDef.name, imageUrl);\n },\n [textureSize, canvasPadding, setColorImageUrl, materialDef]\n );\n\n useEffect(() => {\n if (skinImageUrl) {\n let stale = false;\n\n const generateImageUrl = async () => {\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await removeAlphaFromArrayBuffer(arrayBuffer);\n if (!stale) {\n setNoAlphaImageUrl(outputImageUrl);\n }\n };\n\n generateImageUrl();\n\n return () => {\n stale = true;\n };\n } else {\n setNoAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n removeAlphaFromArrayBuffer,\n loadImage,\n ]);\n\n const canvasId = `${materialDef.name}:color`;\n\n return textureSize ? (\n \n ) : null;\n}\n","import { useCallback, useEffect, useRef, useMemo, useState } from \"react\";\nimport Canvas, { CanvasProps } from \"./Canvas\";\nimport useImageWorker from \"./useImageWorker\";\nimport useSettings from \"./useSettings\";\nimport type { MaterialDefinition } from \"./Material\";\nimport useSkin from \"./useSkin\";\nimport useWarrior from \"./useWarrior\";\nimport useImageLoader from \"./useImageLoader\";\n\nconst defaultTextureSize = [512, 512] as [number, number];\n\nexport default function MetallicCanvas({\n materialDef,\n}: {\n materialDef: MaterialDefinition;\n}) {\n const { skinImageUrls, defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setMetallicImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [alphaImageUrl, setAlphaImageUrl] = useState(null);\n const runningChangeHandlers = useRef(0);\n const {\n convertGrayscaleImageUrlToMetallicRoughness,\n convertArrayBufferAlphaToGrayscale,\n } = useImageWorker();\n const { loadImage } = useImageLoader();\n\n const textureSize = useMemo(\n () => materialDef.size ?? defaultTextureSize,\n [materialDef]\n );\n\n const handleChange = useCallback(\n async (canvas) => {\n runningChangeHandlers.current += 1;\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1],\n });\n let outputImageUrl;\n try {\n outputImageUrl = await convertGrayscaleImageUrlToMetallicRoughness(\n imageUrl\n );\n } finally {\n runningChangeHandlers.current -= 1;\n }\n if (runningChangeHandlers.current === 0) {\n setMetallicImageUrl(materialDef.name, outputImageUrl);\n }\n },\n [\n textureSize,\n canvasPadding,\n setMetallicImageUrl,\n convertGrayscaleImageUrlToMetallicRoughness,\n materialDef,\n ]\n );\n\n useEffect(() => {\n if (skinImageUrl) {\n let stale = false;\n\n const generateImageUrl = async () => {\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await convertArrayBufferAlphaToGrayscale(\n arrayBuffer\n );\n if (!stale) {\n setAlphaImageUrl(outputImageUrl);\n }\n };\n\n generateImageUrl();\n\n return () => {\n stale = true;\n };\n } else {\n setAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n textureSize,\n convertArrayBufferAlphaToGrayscale,\n loadImage,\n ]);\n\n const canvasId = `${materialDef.name}:metallic`;\n\n return textureSize ? (\n \n ) : null;\n}\n","import React from \"react\";\nimport getConfig from \"next/config\";\nimport ColorCanvas from \"./ColorCanvas\";\nimport MetallicCanvas from \"./MetallicCanvas\";\nimport useWarrior from \"./useWarrior\";\nimport { MaterialDefinition } from \"./Material\";\n\nconst { publicRuntimeConfig } = getConfig();\n\nconst { materials } = publicRuntimeConfig;\n\nexport default function MaterialCanvases() {\n const { actualModel } = useWarrior();\n const materialDefs: MaterialDefinition[] = materials[actualModel];\n\n return (\n <>\n {materialDefs.map((materialDef) => {\n if (!materialDef) {\n return null;\n }\n const hasMetallic = !(\n materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1\n );\n return (\n \n \n {hasMetallic ? : null}\n \n );\n })}\n \n );\n}\n","import { useQueryClient } from \"@tanstack/react-query\";\nimport { ReactNode, useMemo } from \"react\";\nimport { ImageLoaderContext } from \"./useImageLoader\";\nimport { imageUrlToArrayBuffer } from \"./imageUtils\";\n\nexport default function ImageLoaderProvider({\n children,\n}: {\n children: ReactNode;\n}) {\n const queryClient = useQueryClient();\n const context = useMemo(() => {\n return {\n async loadImage(imageUrl: string) {\n if (imageUrl.startsWith(\"data:\")) {\n return imageUrlToArrayBuffer(imageUrl);\n } else {\n const arrayBuffer = await queryClient.fetchQuery({\n queryKey: [imageUrl],\n });\n return arrayBuffer;\n }\n },\n };\n }, [queryClient]);\n\n return (\n \n {children}\n \n );\n}\n","import Head from \"next/head\";\nimport CanvasTools from \"../CanvasTools\";\nimport ToolsProvider from \"../ToolsProvider\";\nimport CanvasBackdrop from \"../CanvasBackdrop\";\nimport CanvasProvider from \"../CanvasProvider\";\nimport CanvasInteractions from \"../CanvasInteractions\";\nimport CanvasToggle from \"../CanvasToggle\";\nimport WarriorSelector from \"../WarriorSelector\";\nimport WarriorProvider from \"../WarriorProvider\";\nimport WarriorViewer from \"../WarriorViewer\";\nimport EnvironmentSelector from \"../EnvironmentSelector\";\nimport AnimationSelector from \"../AnimationSelector\";\nimport EnvironmentProvider from \"../EnvironmentProvider\";\nimport SkinProvider from \"../SkinProvider\";\nimport MaterialSelector from \"../MaterialSelector\";\nimport MaterialCanvases from \"../MaterialCanvases\";\nimport ImageLoaderProvider from \"../ImageLoaderProvider\";\nimport {\n QueryClient,\n QueryClientProvider,\n QueryKey,\n} from \"@tanstack/react-query\";\nimport { imageUrlToArrayBuffer } from \"../imageUtils\";\n\nasync function imageFetcher({ queryKey }: { queryKey: QueryKey }) {\n const [imageUrl] = queryKey as [string];\n return imageUrlToArrayBuffer(imageUrl);\n}\n\nconst queryClient = new QueryClient({\n defaultOptions: {\n queries: {\n queryFn: imageFetcher,\n staleTime: Infinity,\n cacheTime: 60000,\n refetchOnWindowFocus: false,\n refetchOnReconnect: false,\n },\n },\n});\n\nexport default function HomePage() {\n return (\n <>\n \n T2 Model Viewer & Skinner\n \n \n
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Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */\n\nvar fabric = fabric || { version: '5.2.1' };\nif (typeof exports !== 'undefined') {\n exports.fabric = fabric;\n}\n/* _AMD_START_ */\nelse if (typeof define === 'function' && define.amd) {\n define([], function() { return fabric; });\n}\n/* _AMD_END_ */\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n if (document instanceof (typeof HTMLDocument !== 'undefined' ? HTMLDocument : Document)) {\n fabric.document = document;\n }\n else {\n fabric.document = document.implementation.createHTMLDocument('');\n }\n fabric.window = window;\n}\nelse {\n // assume we're running under node.js when document/window are not present\n var jsdom = require('jsdom');\n var virtualWindow = new jsdom.JSDOM(\n decodeURIComponent('%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E'),\n {\n features: {\n FetchExternalResources: ['img']\n },\n resources: 'usable'\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = require('jsdom/lib/jsdom/living/generated/utils').implForWrapper;\n fabric.nodeCanvas = require('jsdom/lib/jsdom/utils').Canvas;\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n\n/**\n * True when in environment that supports touch events\n * @type boolean\n */\nfabric.isTouchSupported = 'ontouchstart' in fabric.window || 'ontouchstart' in fabric.document ||\n (fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);\n\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */\nfabric.isLikelyNode = typeof Buffer !== 'undefined' &&\n typeof window === 'undefined';\n\n\n\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */\nfabric.DPI = 96;\nfabric.reNum = '(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)';\nfabric.commaWsp = '(?:\\\\s+,?\\\\s*|,\\\\s*)';\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = { };\nfabric.iMatrix = [1, 0, 0, 1, 0, 0];\nfabric.svgNS = 'http://www.w3.org/2000/svg';\n\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.perfLimitSizeTotal = 2097152;\n\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.maxCacheSideLimit = 4096;\n\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.minCacheSideLimit = 256;\n\n/**\n * Cache Object for widths of chars in text rendering.\n */\nfabric.charWidthsCache = { };\n\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */\nfabric.textureSize = 2048;\n\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */\nfabric.disableStyleCopyPaste = false;\n\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */\nfabric.enableGLFiltering = true;\n\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */\nfabric.devicePixelRatio = fabric.window.devicePixelRatio ||\n fabric.window.webkitDevicePixelRatio ||\n fabric.window.mozDevicePixelRatio ||\n 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */\nfabric.browserShadowBlurConstant = 1;\n\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.arcToSegmentsCache = { };\n\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.boundsOfCurveCache = { };\n\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */\nfabric.cachesBoundsOfCurve = true;\n\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */\nfabric.forceGLPutImageData = false;\n\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log('max texture size: ' + fabric.maxTextureSize);\n return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));\n }\n else if (fabric.Canvas2dFilterBackend) {\n return (new fabric.Canvas2dFilterBackend());\n }\n};\n(function() {\n\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */\n function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n }\n else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */\n function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = { };\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n this.on(prop, eventName[prop]);\n }\n }\n else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n\n function _once(eventName, handler) {\n var _handler = function () {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }.bind(this);\n this.on(eventName, _handler);\n }\n\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n _once.call(this, prop, eventName[prop]);\n }\n }\n else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */\n function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for (eventName in this.__eventListeners) {\n _removeEventListener.call(this, eventName);\n }\n }\n // one object with key/value pairs was passed\n else if (arguments.length === 1 && typeof arguments[0] === 'object') {\n for (var prop in eventName) {\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n }\n else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */\n function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n\n for (var i = 0, len = listenersForEvent.length; i < len; i++) {\n listenersForEvent[i] && listenersForEvent[i].call(this, options || { });\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */\n fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off,\n };\n})();\n/**\n * @namespace fabric.Collection\n */\nfabric.Collection = {\n\n _objects: [],\n\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n add: function () {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for (var i = 0, length = arguments.length; i < length; i++) {\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */\n insertAt: function (object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n }\n else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n remove: function() {\n var objects = this._objects,\n index, somethingRemoved = false;\n\n for (var i = 0, length = arguments.length; i < length; i++) {\n index = objects.indexOf(arguments[i]);\n\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */\n forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for (var i = 0, len = objects.length; i < len; i++) {\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */\n getObjects: function(type) {\n if (typeof type === 'undefined') {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */\n item: function (index) {\n return this._objects[index];\n },\n\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */\n isEmpty: function () {\n return this._objects.length === 0;\n },\n\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */\n size: function() {\n return this._objects.length;\n },\n\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */\n contains: function (object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n }\n else if (deep) {\n return this._objects.some(function (obj) {\n return typeof obj.contains === 'function' && obj.contains(object, true);\n });\n }\n return false;\n },\n\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */\n complexity: function () {\n return this._objects.reduce(function (memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n/**\n * @namespace fabric.CommonMethods\n */\nfabric.CommonMethods = {\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n _setOptions: function(options) {\n for (var prop in options) {\n this.set(prop, options[prop]);\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */\n _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */\n _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n */\n _setObject: function(obj) {\n for (var prop in obj) {\n this._set(prop, obj[prop]);\n }\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n if (typeof key === 'object') {\n this._setObject(key);\n }\n else {\n this._set(key, value);\n }\n return this;\n },\n\n _set: function(key, value) {\n this[key] = value;\n },\n\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */\n toggle: function(property) {\n var value = this.get(property);\n if (typeof value === 'boolean') {\n this.set(property, !value);\n }\n return this;\n },\n\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */\n get: function(property) {\n return this[property];\n }\n};\n(function(global) {\n\n var sqrt = Math.sqrt,\n atan2 = Math.atan2,\n pow = Math.pow,\n PiBy180 = Math.PI / 180,\n PiBy2 = Math.PI / 2;\n\n /**\n * @namespace fabric.util\n */\n fabric.util = {\n\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n cos: function(angle) {\n if (angle === 0) { return 1; }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch (angleSlice) {\n case 1: case 3: return 0;\n case 2: return -1;\n }\n return Math.cos(angle);\n },\n\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n sin: function(angle) {\n if (angle === 0) { return 0; }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch (angleSlice) {\n case 1: return sign;\n case 2: return 0;\n case 3: return -sign;\n }\n return Math.sin(angle);\n },\n\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */\n removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */\n getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */\n degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */\n radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */\n rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y),\n v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */\n rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians),\n cos = fabric.util.cos(radians),\n rx = vector.x * cos - vector.y * sin,\n ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n\n /**\n * Creates a vetor from points represented as a point\n * @static\n * @memberOf fabric.util\n *\n * @typedef {Object} Point\n * @property {number} x\n * @property {number} y\n *\n * @param {Point} from\n * @param {Point} to\n * @returns {Point} vector\n */\n createVector: function (from, to) {\n return new fabric.Point(to.x - from.x, to.y - from.y);\n },\n\n /**\n * Calculates angle between 2 vectors using dot product\n * @static\n * @memberOf fabric.util\n * @param {Point} a\n * @param {Point} b\n * @returns the angle in radian between the vectors\n */\n calcAngleBetweenVectors: function (a, b) {\n return Math.acos((a.x * b.x + a.y * b.y) / (Math.hypot(a.x, a.y) * Math.hypot(b.x, b.y)));\n },\n\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} v\n * @returns {Point} vector representing the unit vector of pointing to the direction of `v`\n */\n getHatVector: function (v) {\n return new fabric.Point(v.x, v.y).multiply(1 / Math.hypot(v.x, v.y));\n },\n\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} A\n * @param {Point} B\n * @param {Point} C\n * @returns {{ vector: Point, angle: number }} vector representing the bisector of A and A's angle\n */\n getBisector: function (A, B, C) {\n var AB = fabric.util.createVector(A, B), AC = fabric.util.createVector(A, C);\n var alpha = fabric.util.calcAngleBetweenVectors(AB, AC);\n // check if alpha is relative to AB->BC\n var ro = fabric.util.calcAngleBetweenVectors(fabric.util.rotateVector(AB, alpha), AC);\n var phi = alpha * (ro === 0 ? 1 : -1) / 2;\n return {\n vector: fabric.util.getHatVector(fabric.util.rotateVector(AB, phi)),\n angle: alpha\n };\n },\n\n /**\n * Project stroke width on points returning 2 projections for each point as follows:\n * - `miter`: 2 points corresponding to the outer boundary and the inner boundary of stroke.\n * - `bevel`: 2 points corresponding to the bevel boundaries, tangent to the bisector.\n * - `round`: same as `bevel`\n * Used to calculate object's bounding box\n * @static\n * @memberOf fabric.util\n * @param {Point[]} points\n * @param {Object} options\n * @param {number} options.strokeWidth\n * @param {'miter'|'bevel'|'round'} options.strokeLineJoin\n * @param {number} options.strokeMiterLimit https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit\n * @param {boolean} options.strokeUniform\n * @param {number} options.scaleX\n * @param {number} options.scaleY\n * @param {boolean} [openPath] whether the shape is open or not, affects the calculations of the first and last points\n * @returns {fabric.Point[]} array of size 2n/4n of all suspected points\n */\n projectStrokeOnPoints: function (points, options, openPath) {\n var coords = [], s = options.strokeWidth / 2,\n strokeUniformScalar = options.strokeUniform ?\n new fabric.Point(1 / options.scaleX, 1 / options.scaleY) : new fabric.Point(1, 1),\n getStrokeHatVector = function (v) {\n var scalar = s / (Math.hypot(v.x, v.y));\n return new fabric.Point(v.x * scalar * strokeUniformScalar.x, v.y * scalar * strokeUniformScalar.y);\n };\n if (points.length <= 1) {return coords;}\n points.forEach(function (p, index) {\n var A = new fabric.Point(p.x, p.y), B, C;\n if (index === 0) {\n C = points[index + 1];\n B = openPath ? getStrokeHatVector(fabric.util.createVector(C, A)).addEquals(A) : points[points.length - 1];\n }\n else if (index === points.length - 1) {\n B = points[index - 1];\n C = openPath ? getStrokeHatVector(fabric.util.createVector(B, A)).addEquals(A) : points[0];\n }\n else {\n B = points[index - 1];\n C = points[index + 1];\n }\n var bisector = fabric.util.getBisector(A, B, C),\n bisectorVector = bisector.vector,\n alpha = bisector.angle,\n scalar,\n miterVector;\n if (options.strokeLineJoin === 'miter') {\n scalar = -s / Math.sin(alpha / 2);\n miterVector = new fabric.Point(\n bisectorVector.x * scalar * strokeUniformScalar.x,\n bisectorVector.y * scalar * strokeUniformScalar.y\n );\n if (Math.hypot(miterVector.x, miterVector.y) / s <= options.strokeMiterLimit) {\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n return;\n }\n }\n scalar = -s * Math.SQRT2;\n miterVector = new fabric.Point(\n bisectorVector.x * scalar * strokeUniformScalar.x,\n bisectorVector.y * scalar * strokeUniformScalar.y\n );\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n });\n return coords;\n },\n\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */\n transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y,\n t[1] * p.x + t[3] * p.y\n );\n }\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y + t[4],\n t[1] * p.x + t[3] * p.y + t[5]\n );\n },\n\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */\n makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for (var i = 0; i < points.length; i++) {\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],\n minX = fabric.util.array.min(xPoints),\n maxX = fabric.util.array.max(xPoints),\n width = maxX - minX,\n yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],\n minY = fabric.util.array.min(yPoints),\n maxY = fabric.util.array.max(yPoints),\n height = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */\n invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]),\n r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],\n o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */\n toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */\n parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value),\n number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch (unit[0]) {\n case 'mm':\n return number * fabric.DPI / 25.4;\n\n case 'cm':\n return number * fabric.DPI / 2.54;\n\n case 'in':\n return number * fabric.DPI;\n\n case 'pt':\n return number * fabric.DPI / 72; // or * 4 / 3\n\n case 'pc':\n return number * fabric.DPI / 72 * 12; // or * 16\n\n case 'em':\n return number * fontSize;\n\n default:\n return number;\n }\n },\n\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */\n falseFunction: function() {\n return false;\n },\n\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */\n getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */\n getSvgAttributes: function(type) {\n var attributes = [\n 'instantiated_by_use',\n 'style',\n 'id',\n 'class'\n ];\n switch (type) {\n case 'linearGradient':\n attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);\n break;\n case 'radialGradient':\n attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);\n break;\n case 'stop':\n attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);\n break;\n }\n return attributes;\n },\n\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */\n resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n\n var parts = namespace.split('.'),\n len = parts.length, i,\n obj = global || fabric.window;\n\n for (i = 0; i < len; ++i) {\n obj = obj[parts[i]];\n }\n\n return obj;\n },\n\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */\n loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n\n var img = fabric.util.createImage();\n\n /** @ignore */\n var onLoadCallback = function () {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n\n img.onload = onLoadCallback;\n /** @ignore */\n img.onerror = function() {\n fabric.log('Error loading ' + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf('data') !== 0 &&\n crossOrigin !== undefined &&\n crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0,14) === 'data:image/svg') {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n\n img.src = url;\n },\n\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */\n loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement('div');\n div.style.width = div.style.height = '1px';\n div.style.left = div.style.top = '-100%';\n div.style.position = 'absolute';\n div.appendChild(img);\n fabric.document.querySelector('body').appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */\n img.onload = function () {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */\n enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n\n var enlivenedObjects = [],\n numLoadedObjects = 0,\n numTotalObjects = objects.length;\n\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n\n objects.forEach(function (o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function (obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n\n /**\n * Creates corresponding fabric instances residing in an object, e.g. `clipPath`\n * @see {@link fabric.Object.ENLIVEN_PROPS}\n * @param {Object} object\n * @param {Object} [context] assign enlived props to this object (pass null to skip this)\n * @param {(objects:fabric.Object[]) => void} callback\n */\n enlivenObjectEnlivables: function (object, context, callback) {\n var enlivenProps = fabric.Object.ENLIVEN_PROPS.filter(function (key) { return !!object[key]; });\n fabric.util.enlivenObjects(enlivenProps.map(function (key) { return object[key]; }), function (enlivedProps) {\n var objects = {};\n enlivenProps.forEach(function (key, index) {\n objects[key] = enlivedProps[index];\n context && (context[key] = enlivedProps[index]);\n });\n callback && callback(objects);\n });\n },\n\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */\n enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n\n var enlivenedPatterns = [],\n numLoadedPatterns = 0,\n numPatterns = patterns.length;\n\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n\n patterns.forEach(function (p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n }\n else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */\n groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n }\n else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== 'undefined') {\n object.sourcePath = path;\n }\n return object;\n },\n\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */\n populateWithProperties: function(source, destination, properties) {\n if (properties && Array.isArray(properties)) {\n for (var i = 0, len = properties.length; i < len; i++) {\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n createCanvasElement: function() {\n return fabric.document.createElement('canvas');\n },\n\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext('2d').drawImage(canvas, 0, 0);\n return newCanvas;\n },\n\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */\n toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL('image/' + format, quality);\n },\n\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */\n createImage: function() {\n return fabric.document.createElement('img');\n },\n\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */\n multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */\n qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]),\n denom = pow(a[0], 2) + pow(a[1], 2),\n scaleX = sqrt(denom),\n scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX,\n skewX = atan2(a[0] * a[2] + a[1] * a [3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */\n calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle),\n cos = fabric.util.cos(theta),\n sin = fabric.util.sin(theta);\n return [cos, sin, -sin, cos, 0, 0];\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewY]\n * @return {Number[]} transform matrix\n */\n calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === 'undefined' ? 1 : options.scaleX,\n scaleY = typeof options.scaleY === 'undefined' ? 1 : options.scaleY,\n scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0],\n multiply = fabric.util.multiplyTransformMatrices,\n degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, 0, Math.tan(degreesToRadians(options.skewX)), 1],\n true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, Math.tan(degreesToRadians(options.skewY)), 0, 1],\n true);\n }\n return scaleMatrix;\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */\n composeMatrix: function(options) {\n var matrix = [1, 0, 0, 1, options.translateX || 0, options.translateY || 0],\n multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 ||\n options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */\n resetObjectTransform: function (target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */\n saveObjectTransform: function (target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */\n isTransparent: function(ctx, x, y, tolerance) {\n\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n }\n else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n }\n else {\n y = 0;\n }\n }\n\n var _isTransparent = true, i, temp,\n imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),\n l = imageData.data.length;\n\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for (i = 3; i < l; i += 4) {\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n\n imageData = null;\n\n return _isTransparent;\n },\n\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */\n parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',\n aspectRatioAttrs = attribute.split(' '), align;\n\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {\n align = meetOrSlice;\n meetOrSlice = 'meet';\n }\n else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== 'none' ? align.slice(1, 4) : 'none';\n alignY = align !== 'none' ? align.slice(5, 8) : 'none';\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */\n clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || '').toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = { };\n }\n else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */\n limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar),\n perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return { x: Math.floor(roughWidth), y: perfLimitSizeY };\n },\n\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */\n findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */\n findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */\n matrixToSVG: function(transform) {\n return 'matrix(' + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(' ') + ')';\n },\n\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform),\n finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(\n object,\n fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix())\n );\n },\n\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform),\n center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set('scaleX', options.scaleX);\n object.set('scaleY', options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */\n sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2,\n points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }],\n transformMatrix = fabric.util.calcDimensionsMatrix(options),\n bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height,\n };\n },\n\n /**\n * Merges 2 clip paths into one visually equal clip path\n *\n * **IMPORTANT**:\\\n * Does **NOT** clone the arguments, clone them proir if necessary.\n *\n * Creates a wrapper (group) that contains one clip path and is clipped by the other so content is kept where both overlap.\n * Use this method if both the clip paths may have nested clip paths of their own, so assigning one to the other's clip path property is not possible.\n *\n * In order to handle the `inverted` property we follow logic described in the following cases:\\\n * **(1)** both clip paths are inverted - the clip paths pass the inverted prop to the wrapper and loose it themselves.\\\n * **(2)** one is inverted and the other isn't - the wrapper shouldn't become inverted and the inverted clip path must clip the non inverted one to produce an identical visual effect.\\\n * **(3)** both clip paths are not inverted - wrapper and clip paths remain unchanged.\n *\n * @memberOf fabric.util\n * @param {fabric.Object} c1\n * @param {fabric.Object} c2\n * @returns {fabric.Object} merged clip path\n */\n mergeClipPaths: function (c1, c2) {\n var a = c1, b = c2;\n if (a.inverted && !b.inverted) {\n // case (2)\n a = c2;\n b = c1;\n }\n // `b` becomes `a`'s clip path so we transform `b` to `a` coordinate plane\n fabric.util.applyTransformToObject(\n b,\n fabric.util.multiplyTransformMatrices(\n fabric.util.invertTransform(a.calcTransformMatrix()),\n b.calcTransformMatrix()\n )\n );\n // assign the `inverted` prop to the wrapping group\n var inverted = a.inverted && b.inverted;\n if (inverted) {\n // case (1)\n a.inverted = b.inverted = false;\n }\n return new fabric.Group([a], { clipPath: b, inverted: inverted });\n },\n\n /**\n * @memberOf fabric.util\n * @param {Object} prevStyle first style to compare\n * @param {Object} thisStyle second style to compare\n * @param {boolean} forTextSpans whether to check overline, underline, and line-through properties\n * @return {boolean} true if the style changed\n */\n hasStyleChanged: function(prevStyle, thisStyle, forTextSpans) {\n forTextSpans = forTextSpans || false;\n return (prevStyle.fill !== thisStyle.fill ||\n prevStyle.stroke !== thisStyle.stroke ||\n prevStyle.strokeWidth !== thisStyle.strokeWidth ||\n prevStyle.fontSize !== thisStyle.fontSize ||\n prevStyle.fontFamily !== thisStyle.fontFamily ||\n prevStyle.fontWeight !== thisStyle.fontWeight ||\n prevStyle.fontStyle !== thisStyle.fontStyle ||\n prevStyle.deltaY !== thisStyle.deltaY) ||\n (forTextSpans &&\n (prevStyle.overline !== thisStyle.overline ||\n prevStyle.underline !== thisStyle.underline ||\n prevStyle.linethrough !== thisStyle.linethrough));\n },\n\n /**\n * Returns the array form of a text object's inline styles property with styles grouped in ranges\n * rather than per character. This format is less verbose, and is better suited for storage\n * so it is used in serialization (not during runtime).\n * @memberOf fabric.util\n * @param {object} styles per character styles for a text object\n * @param {String} text the text string that the styles are applied to\n * @return {{start: number, end: number, style: object}[]}\n */\n stylesToArray: function(styles, text) {\n // clone style structure to prevent mutation\n var styles = fabric.util.object.clone(styles, true),\n textLines = text.split('\\n'),\n charIndex = -1, prevStyle = {}, stylesArray = [];\n //loop through each textLine\n for (var i = 0; i < textLines.length; i++) {\n if (!styles[i]) {\n //no styles exist for this line, so add the line's length to the charIndex total\n charIndex += textLines[i].length;\n continue;\n }\n //loop through each character of the current line\n for (var c = 0; c < textLines[i].length; c++) {\n charIndex++;\n var thisStyle = styles[i][c];\n //check if style exists for this character\n if (thisStyle) {\n var styleChanged = fabric.util.hasStyleChanged(prevStyle, thisStyle, true);\n if (styleChanged) {\n stylesArray.push({\n start: charIndex,\n end: charIndex + 1,\n style: thisStyle\n });\n }\n else {\n //if style is the same as previous character, increase end index\n stylesArray[stylesArray.length - 1].end++;\n }\n }\n prevStyle = thisStyle || {};\n }\n }\n return stylesArray;\n },\n\n /**\n * Returns the object form of the styles property with styles that are assigned per\n * character rather than grouped by range. This format is more verbose, and is\n * only used during runtime (not for serialization/storage)\n * @memberOf fabric.util\n * @param {Array} styles the serialized form of a text object's styles\n * @param {String} text the text string that the styles are applied to\n * @return {Object}\n */\n stylesFromArray: function(styles, text) {\n if (!Array.isArray(styles)) {\n return styles;\n }\n var textLines = text.split('\\n'),\n charIndex = -1, styleIndex = 0, stylesObject = {};\n //loop through each textLine\n for (var i = 0; i < textLines.length; i++) {\n //loop through each character of the current line\n for (var c = 0; c < textLines[i].length; c++) {\n charIndex++;\n //check if there's a style collection that includes the current character\n if (styles[styleIndex]\n && styles[styleIndex].start <= charIndex\n && charIndex < styles[styleIndex].end) {\n //create object for line index if it doesn't exist\n stylesObject[i] = stylesObject[i] || {};\n //assign a style at this character's index\n stylesObject[i][c] = Object.assign({}, styles[styleIndex].style);\n //if character is at the end of the current style collection, move to the next\n if (charIndex === styles[styleIndex].end - 1) {\n styleIndex++;\n }\n }\n }\n }\n return stylesObject;\n }\n };\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n var _join = Array.prototype.join,\n commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n },\n repeatedCommands = {\n m: 'l',\n M: 'L'\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2),\n sinth2 = fabric.util.sin(th2),\n costh3 = fabric.util.cos(th3),\n sinth3 = fabric.util.sin(th3),\n toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,\n toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,\n cp1X = fromX + mT * ( -cosTh * rx * sinth2 - sinTh * ry * costh2),\n cp1Y = fromY + mT * ( -sinTh * rx * sinth2 + cosTh * ry * costh2),\n cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),\n cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);\n\n return ['C',\n cp1X, cp1Y,\n cp2X, cp2Y,\n toX, toY\n ];\n }\n\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */\n function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180,\n sinTh = fabric.util.sin(th),\n cosTh = fabric.util.cos(th),\n fromX = 0, fromY = 0;\n\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5,\n py = -cosTh * toY * 0.5 + sinTh * toX * 0.5,\n rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,\n pl = rx2 * ry2 - rx2 * py2 - ry2 * px2,\n root = 0;\n\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n }\n else {\n root = (large === sweep ? -1.0 : 1.0) *\n Math.sqrt( pl / (rx2 * py2 + ry2 * px2));\n }\n\n var cx = root * rx * py / ry,\n cy = -root * ry * px / rx,\n cx1 = cosTh * cx - sinTh * cy + toX * 0.5,\n cy1 = sinTh * cx + cosTh * cy + toY * 0.5,\n mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),\n dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n }\n else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)),\n result = [], mDelta = dtheta / segments,\n mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),\n th3 = mTheta + mDelta;\n\n for (var i = 0; i < segments; i++) {\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n\n /*\n * Private\n */\n function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux),\n tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n }\n else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */\n // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n\n var sqrt = Math.sqrt,\n min = Math.min, max = Math.max,\n abs = Math.abs, tvalues = [],\n bounds = [[], []],\n a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n\n for (var i = 0; i < 2; ++i) {\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n\n var x, y, j = tvalues.length, jlen = j, mt;\n while (j--) {\n t = tvalues[j];\n mt = 1 - t;\n x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);\n bounds[0][j] = x;\n\n y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);\n bounds[1][j] = y;\n }\n\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */\n function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1],\n ry = coords[2],\n rot = coords[3],\n large = coords[4],\n sweep = coords[5],\n tx = coords[6],\n ty = coords[7],\n segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segsNorm.length; i < len; i++) {\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n };\n\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */\n function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length,\n // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted,\n // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for (i = 0; i < len; ++i) {\n converted = false;\n current = path[i].slice(0);\n switch (current[0]) { // first letter\n case 'l': // lineto, relative\n current[0] = 'L';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'L':\n x = current[1];\n y = current[2];\n break;\n case 'h': // horizontal lineto, relative\n current[1] += x;\n // falls through\n case 'H':\n current[0] = 'L';\n current[2] = y;\n x = current[1];\n break;\n case 'v': // vertical lineto, relative\n current[1] += y;\n // falls through\n case 'V':\n current[0] = 'L';\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case 'm': // moveTo, relative\n current[0] = 'M';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'M':\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case 'c': // bezierCurveTo, relative\n current[0] = 'C';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case 'C':\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case 's': // shorthand cubic bezierCurveTo, relative\n current[0] = 'S';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'S':\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === 'C') {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = 'C';\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case 'q': // quadraticCurveTo, relative\n current[0] = 'Q';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'Q':\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case 't': // shorthand quadraticCurveTo, relative\n current[0] = 'T';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'T':\n if (previous === 'Q') {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = 'Q';\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case 'a':\n current[0] = 'A';\n current[6] += x;\n current[7] += y;\n // falls through\n case 'A':\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case 'z':\n case 'Z':\n x = x1;\n y = y1;\n break;\n default:\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n };\n\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */\n function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (3 * invT * invT * (p2x - p1x)) + (6 * invT * pct * (p3x - p2x)) +\n (3 * pct * pct * (p4x - p3x)),\n tangentY = (3 * invT * invT * (p2y - p1y)) + (6 * invT * pct * (p3y - p2y)) +\n (3 * pct * pct * (p4y - p3y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n function QB1(t) {\n return t * t;\n }\n\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (2 * invT * (p2x - p1x)) + (2 * pct * (p3x - p2x)),\n tangentY = (2 * invT * (p2y - p1y)) + (2 * pct * (p3y - p2y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = { x: x1, y: y1 }, p, tmpLen = 0, perc;\n for (perc = 1; perc <= 100; perc += 1) {\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */\n function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = { x: segInfo.x, y: segInfo.y },\n p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while (tmpLen < distance && nextStep > 0.0001) {\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if ((nextLen + tmpLen) > distance) {\n // we discard this step and we make smaller steps.\n perc -= nextStep;\n nextStep /= 2;\n }\n else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */\n function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current,\n //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for (var i = 0; i < len; i++) {\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0],\n };\n switch (current[0]) { //first letter\n case 'M':\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case 'L':\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case 'C':\n iterator = getPointOnCubicBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n angleFinder = getTangentCubicIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case 'Q':\n iterator = getPointOnQuadraticBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n angleFinder = getTangentQuadraticIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case 'Z':\n case 'z':\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({ length: totalLength, x: x1, y: y1 });\n return info;\n }\n\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while ((distance - infos[i].length > 0) && i < (infos.length - 2)) {\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length,\n command = segInfo.command, segment = path[i], info;\n\n switch (command) {\n case 'M':\n return { x: segInfo.x, y: segInfo.y, angle: 0 };\n case 'Z':\n case 'z':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segInfo.destX, segInfo.destY),\n segPercent\n );\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case 'L':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segment[1], segment[2]),\n segPercent\n );\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case 'C':\n return findPercentageForDistance(segInfo, distance);\n case 'Q':\n return findPercentageForDistance(segInfo, distance);\n }\n }\n\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */\n function parsePath(pathString) {\n var result = [],\n coords = [],\n currentPath,\n parsed,\n re = fabric.rePathCommand,\n rNumber = '[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*',\n rNumberCommaWsp = '(' + rNumber + ')' + fabric.commaWsp,\n rFlagCommaWsp = '([01])' + fabric.commaWsp + '?',\n rArcSeq = rNumberCommaWsp + '?' + rNumberCommaWsp + '?' + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp +\n rNumberCommaWsp + '?(' + rNumber + ')',\n regArcArgumentSequence = new RegExp(rArcSeq, 'g'),\n match,\n coordsStr,\n // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n\n for (var i = 0, coordsParsed, len = path.length; i < len; i++) {\n currentPath = path[i];\n\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n\n var command = currentPath.charAt(0);\n coordsParsed = [command];\n\n if (command.toLowerCase() === 'a') {\n // arcs have special flags that apparently don't require spaces so handle special\n for (var args; (args = regArcArgumentSequence.exec(coordsStr));) {\n for (var j = 1; j < args.length; j++) {\n coords.push(args[j]);\n }\n }\n }\n else {\n while ((match = re.exec(coordsStr))) {\n coords.push(match[0]);\n }\n }\n\n for (var j = 0, jlen = coords.length; j < jlen; j++) {\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n\n var commandLength = commandLengths[command.toLowerCase()],\n repeatedCommand = repeatedCommands[command] || command;\n\n if (coordsParsed.length - 1 > commandLength) {\n for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {\n result.push([command].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n }\n else {\n result.push(coordsParsed);\n }\n }\n\n return result;\n };\n\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */\n function getSmoothPathFromPoints(points, correction) {\n var path = [], i,\n p1 = new fabric.Point(points[0].x, points[0].y),\n p2 = new fabric.Point(points[1].x, points[1].y),\n len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]);\n for (i = 1; i < len; i++) {\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]);\n }\n p1 = points[i];\n if ((i + 1) < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */\n function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(\n transform,\n [1, 0, 0, 1, -pathOffset.x, -pathOffset.y]\n );\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for (var i = 1; i < pathSegment.length - 1; i += 2) {\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */\n fabric.util.joinPath = function(pathData) {\n return pathData.map(function (segment) { return segment.join(' '); }).join(' ');\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n})();\n(function() {\n\n var slice = Array.prototype.slice;\n\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */\n function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for (var i = 0, len = array.length; i < len; i++) {\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n\n /**\n * @private\n */\n function fill(array, value) {\n var k = array.length;\n while (k--) {\n array[k] = value;\n }\n return array;\n }\n\n /**\n * @private\n */\n function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n\n var i = array.length - 1,\n result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while (i--) {\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n }\n else {\n while (i--) {\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n\n /**\n * @namespace fabric.util.array\n */\n fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n\n})();\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */\n\n function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n }\n else if (source instanceof Array) {\n destination = [];\n for (var i = 0, len = source.length; i < len; i++) {\n destination[i] = extend({ }, source[i], deep);\n }\n }\n else if (source && typeof source === 'object') {\n for (var property in source) {\n if (property === 'canvas' || property === 'group') {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n }\n else if (source.hasOwnProperty(property)) {\n destination[property] = extend({ }, source[property], deep);\n }\n }\n }\n else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n }\n else {\n for (var property in source) {\n destination[property] = source[property];\n }\n }\n return destination;\n }\n\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */\n\n //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({ }, object, deep);\n }\n\n /** @namespace fabric.util.object */\n fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n(function() {\n\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */\n function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : '';\n });\n }\n\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */\n function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() +\n (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */\n function escapeXml(string) {\n return string.replace(/&/g, '&')\n .replace(/\"/g, '"')\n .replace(/'/g, ''')\n .replace(//g, '>');\n }\n\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */\n function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for (i = 0, chr; i < textstring.length; i++) {\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n\n if (isNaN(code)) {\n return ''; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= (i + 1)) {\n throw 'High surrogate without following low surrogate';\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw 'High surrogate without following low surrogate';\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw 'Low surrogate without preceding high surrogate';\n }\n var prev = str.charCodeAt(i - 1);\n\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw 'Low surrogate without preceding high surrogate';\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n\n\n /**\n * String utilities\n * @namespace fabric.util.string\n */\n fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n(function() {\n\n var slice = Array.prototype.slice, emptyFunction = function() { },\n\n IS_DONTENUM_BUGGY = (function() {\n for (var p in { toString: 1 }) {\n if (p === 'toString') {\n return false;\n }\n }\n return true;\n })(),\n\n /** @ignore */\n addMethods = function(klass, source, parent) {\n for (var property in source) {\n\n if (property in klass.prototype &&\n typeof klass.prototype[property] === 'function' &&\n (source[property] + '').indexOf('callSuper') > -1) {\n\n klass.prototype[property] = (function(property) {\n return function() {\n\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n\n if (property !== 'initialize') {\n return returnValue;\n }\n };\n })(property);\n }\n else {\n klass.prototype[property] = source[property];\n }\n\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n\n function Subclass() { }\n\n function callSuper(methodName) {\n var parentMethod = null,\n _this = this;\n\n // climb prototype chain to find method not equal to callee's method\n while (_this.constructor.superclass) {\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n\n if (!parentMethod) {\n return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);\n }\n\n return (arguments.length > 1)\n ? parentMethod.apply(this, slice.call(arguments, 1))\n : parentMethod.call(this);\n }\n\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */\n function createClass() {\n var parent = null,\n properties = slice.call(arguments, 0);\n\n if (typeof properties[0] === 'function') {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n\n klass.superclass = parent;\n klass.subclasses = [];\n\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for (var i = 0, length = properties.length; i < length; i++) {\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n\n fabric.util.createClass = createClass;\n})();\n(function () {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement('div').attachEvent,\n touchEvents = ['touchstart', 'touchmove', 'touchend'];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n\n fabric.util.getPointer = function(event) {\n var element = event.target,\n scroll = fabric.util.getScrollLeftTop(element),\n _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === 'touch';\n };\n})();\n(function () {\n\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */\n function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === 'string') {\n element.style.cssText += ';' + styles;\n return styles.indexOf('opacity') > -1\n ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1])\n : element;\n }\n for (var property in styles) {\n if (property === 'opacity') {\n setOpacity(element, styles[property]);\n }\n else {\n var normalizedProperty = (property === 'float' || property === 'cssFloat')\n ? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')\n : property;\n elementStyle.setProperty(normalizedProperty, styles[property]);\n }\n }\n return element;\n }\n\n var parseEl = fabric.document.createElement('div'),\n supportsOpacity = typeof parseEl.style.opacity === 'string',\n supportsFilters = typeof parseEl.style.filter === 'string',\n reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/,\n\n /** @ignore */\n setOpacity = function (element) { return element; };\n\n if (supportsOpacity) {\n /** @ignore */\n setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n }\n else if (supportsFilters) {\n /** @ignore */\n setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');\n es.filter = es.filter.replace(reOpacity, value);\n }\n else {\n es.filter += ' alpha(opacity=' + (value * 100) + ')';\n }\n return element;\n };\n }\n\n fabric.util.setStyle = setStyle;\n\n})();\n(function() {\n\n var _slice = Array.prototype.slice;\n\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */\n function getById(id) {\n return typeof id === 'string' ? fabric.document.getElementById(id) : id;\n }\n\n var sliceCanConvertNodelists,\n /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */\n toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n }\n catch (err) { }\n\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while (i--) {\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */\n function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for (var prop in attributes) {\n if (prop === 'class') {\n el.className = attributes[prop];\n }\n else if (prop === 'for') {\n el.htmlFor = attributes[prop];\n }\n else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */\n function addClass(element, className) {\n if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {\n element.className += (element.className ? ' ' : '') + className;\n }\n }\n\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */\n function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === 'string') {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */\n function getScrollLeftTop(element) {\n\n var left = 0,\n top = 0,\n docElement = fabric.document.documentElement,\n body = fabric.document.body || {\n scrollLeft: 0, scrollTop: 0\n };\n\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while (element && (element.parentNode || element.host)) {\n\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n }\n else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n\n if (element.nodeType === 1 && element.style.position === 'fixed') {\n break;\n }\n }\n\n return { left: left, top: top };\n }\n\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */\n function getElementOffset(element) {\n var docElem,\n doc = element && element.ownerDocument,\n box = { left: 0, top: 0 },\n offset = { left: 0, top: 0 },\n scrollLeftTop,\n offsetAttributes = {\n borderLeftWidth: 'left',\n borderTopWidth: 'top',\n paddingLeft: 'left',\n paddingTop: 'top'\n };\n\n if (!doc) {\n return offset;\n }\n\n for (var attr in offsetAttributes) {\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n\n docElem = doc.documentElement;\n if ( typeof element.getBoundingClientRect !== 'undefined' ) {\n box = element.getBoundingClientRect();\n }\n\n scrollLeftTop = getScrollLeftTop(element);\n\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */\n var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n }\n else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n\n (function () {\n var style = fabric.document.documentElement.style,\n selectProp = 'userSelect' in style\n ? 'userSelect'\n : 'MozUserSelect' in style\n ? 'MozUserSelect'\n : 'WebkitUserSelect' in style\n ? 'WebkitUserSelect'\n : 'KhtmlUserSelect' in style\n ? 'KhtmlUserSelect'\n : '';\n\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = 'none';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = 'on';\n }\n return element;\n }\n\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementSelectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = '';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = '';\n }\n return element;\n }\n\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n };\n\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled\n || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */\n fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n\n})();\n(function() {\n\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? '&' : '?') + param;\n }\n\n function emptyFn() { }\n\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */\n function request(url, options) {\n options || (options = { });\n\n var method = options.method ? options.method.toUpperCase() : 'GET',\n onComplete = options.onComplete || function() { },\n xhr = new fabric.window.XMLHttpRequest(),\n body = options.body || options.parameters;\n\n /** @ignore */\n xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n\n if (method === 'GET') {\n body = null;\n if (typeof options.parameters === 'string') {\n url = addParamToUrl(url, options.parameters);\n }\n }\n\n xhr.open(method, url, true);\n\n if (method === 'POST' || method === 'PUT') {\n xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');\n }\n\n xhr.send(body);\n return xhr;\n }\n\n fabric.util.request = request;\n})();\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */\nfabric.log = console.log;\n\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */\nfabric.warn = console.warn;\n(function () {\n\n var extend = fabric.util.object.extend,\n clone = fabric.util.object.clone;\n\n /**\n * @typedef {Object} AnimationOptions\n * Animation of a value or list of values.\n * When using lists, think of something like this:\n * fabric.util.animate({\n * startValue: [1, 2, 3],\n * endValue: [2, 4, 6],\n * onChange: function([a, b, c]) {\n * canvas.zoomToPoint({x: b, y: c}, a)\n * canvas.renderAll()\n * }\n * });\n * @example\n * @property {Function} [onChange] Callback; invoked on every value change\n * @property {Function} [onComplete] Callback; invoked when value change is completed\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * var animationOptions = { startValue: 0, endValue: 1, byValue: 0.25 }\n * var animationOptions = { startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] }\n * @property {number | number[]} [startValue=0] Starting value\n * @property {number | number[]} [endValue=100] Ending value\n * @property {number | number[]} [byValue=100] Value to modify the property by\n * @property {Function} [easing] Easing function\n * @property {Number} [duration=500] Duration of change (in ms)\n * @property {Function} [abort] Additional function with logic. If returns true, animation aborts.\n *\n * @typedef {() => void} CancelFunction\n *\n * @typedef {Object} AnimationCurrentState\n * @property {number | number[]} currentValue value in range [`startValue`, `endValue`]\n * @property {number} completionRate value in range [0, 1]\n * @property {number} durationRate value in range [0, 1]\n *\n * @typedef {(AnimationOptions & AnimationCurrentState & { cancel: CancelFunction }} AnimationContext\n */\n\n /**\n * Array holding all running animations\n * @memberof fabric\n * @type {AnimationContext[]}\n */\n var RUNNING_ANIMATIONS = [];\n fabric.util.object.extend(RUNNING_ANIMATIONS, {\n\n /**\n * cancel all running animations at the next requestAnimFrame\n * @returns {AnimationContext[]}\n */\n cancelAll: function () {\n var animations = this.splice(0);\n animations.forEach(function (animation) {\n animation.cancel();\n });\n return animations;\n },\n\n /**\n * cancel all running animations attached to canvas at the next requestAnimFrame\n * @param {fabric.Canvas} canvas\n * @returns {AnimationContext[]}\n */\n cancelByCanvas: function (canvas) {\n if (!canvas) {\n return [];\n }\n var cancelled = this.filter(function (animation) {\n return typeof animation.target === 'object' && animation.target.canvas === canvas;\n });\n cancelled.forEach(function (animation) {\n animation.cancel();\n });\n return cancelled;\n },\n\n /**\n * cancel all running animations for target at the next requestAnimFrame\n * @param {*} target\n * @returns {AnimationContext[]}\n */\n cancelByTarget: function (target) {\n var cancelled = this.findAnimationsByTarget(target);\n cancelled.forEach(function (animation) {\n animation.cancel();\n });\n return cancelled;\n },\n\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {number}\n */\n findAnimationIndex: function (cancelFunc) {\n return this.indexOf(this.findAnimation(cancelFunc));\n },\n\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {AnimationContext | undefined} animation's options object\n */\n findAnimation: function (cancelFunc) {\n return this.find(function (animation) {\n return animation.cancel === cancelFunc;\n });\n },\n\n /**\n *\n * @param {*} target the object that is assigned to the target property of the animation context\n * @returns {AnimationContext[]} array of animation options object associated with target\n */\n findAnimationsByTarget: function (target) {\n if (!target) {\n return [];\n }\n return this.filter(function (animation) {\n return animation.target === target;\n });\n }\n });\n\n function noop() {\n return false;\n }\n\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {AnimationOptions} [options] Animation options\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * fabric.util.animate({ startValue: 0, endValue: 1, byValue: 0.25 })\n * fabric.util.animate({ startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] })\n * @returns {CancelFunction} cancel function\n */\n function animate(options) {\n options || (options = {});\n var cancel = false,\n context,\n removeFromRegistry = function () {\n var index = fabric.runningAnimations.indexOf(context);\n return index > -1 && fabric.runningAnimations.splice(index, 1)[0];\n };\n\n context = extend(clone(options), {\n cancel: function () {\n cancel = true;\n return removeFromRegistry();\n },\n currentValue: 'startValue' in options ? options.startValue : 0,\n completionRate: 0,\n durationRate: 0\n });\n fabric.runningAnimations.push(context);\n\n requestAnimFrame(function(timestamp) {\n var start = timestamp || +new Date(),\n duration = options.duration || 500,\n finish = start + duration, time,\n onChange = options.onChange || noop,\n abort = options.abort || noop,\n onComplete = options.onComplete || noop,\n easing = options.easing || defaultEasing,\n isMany = 'startValue' in options ? options.startValue.length > 0 : false,\n startValue = 'startValue' in options ? options.startValue : 0,\n endValue = 'endValue' in options ? options.endValue : 100,\n byValue = options.byValue || (isMany ? startValue.map(function(value, i) {\n return endValue[i] - startValue[i];\n }) : endValue - startValue);\n\n options.onStart && options.onStart();\n\n (function tick(ticktime) {\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : (time - start),\n timePerc = currentTime / duration,\n current = isMany ? startValue.map(function(_value, i) {\n return easing(currentTime, startValue[i], byValue[i], duration);\n }) : easing(currentTime, startValue, byValue, duration),\n valuePerc = isMany ? Math.abs((current[0] - startValue[0]) / byValue[0])\n : Math.abs((current - startValue) / byValue);\n // update context\n context.currentValue = isMany ? current.slice() : current;\n context.completionRate = valuePerc;\n context.durationRate = timePerc;\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n removeFromRegistry();\n return;\n }\n if (time > finish) {\n // update context\n context.currentValue = isMany ? endValue.slice() : endValue;\n context.completionRate = 1;\n context.durationRate = 1;\n // execute callbacks\n onChange(isMany ? endValue.slice() : endValue, 1, 1);\n onComplete(endValue, 1, 1);\n removeFromRegistry();\n return;\n }\n else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n\n return context.cancel;\n }\n\n var _requestAnimFrame = fabric.window.requestAnimationFrame ||\n fabric.window.webkitRequestAnimationFrame ||\n fabric.window.mozRequestAnimationFrame ||\n fabric.window.oRequestAnimationFrame ||\n fabric.window.msRequestAnimationFrame ||\n function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */\n function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n fabric.runningAnimations = RUNNING_ANIMATIONS;\n})();\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = 'rgba('\n + parseInt((begin[0] + pos * (end[0] - begin[0])), 10) + ','\n + parseInt((begin[1] + pos * (end[1] - begin[1])), 10) + ','\n + parseInt((begin[2] + pos * (end[2] - begin[2])), 10);\n\n color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += ')';\n return color;\n }\n\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(),\n endColor = new fabric.Color(toColor).getSource(),\n originalOnComplete = options.onComplete,\n originalOnChange = options.onChange;\n options = options || {};\n\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function (currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing\n ? options.colorEasing(currentTime, duration)\n : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(\n calculateColor(endColor, endColor, 0),\n valuePerc,\n timePerc\n );\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(\n calculateColor(current, current, 0),\n valuePerc,\n timePerc\n );\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n\n fabric.util.animateColor = animateColor;\n\n})();\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Point) {\n fabric.warn('fabric.Point is already defined');\n return;\n }\n\n fabric.Point = Point;\n\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */\n function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n\n Point.prototype = /** @lends fabric.Point.prototype */ {\n\n type: 'point',\n\n constructor: Point,\n\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */\n add: function (that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n addEquals: function (that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */\n scalarAdd: function (scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarAddEquals: function (scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */\n subtract: function (that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n subtractEquals: function (that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n scalarSubtract: function (scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarSubtractEquals: function (scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n multiply: function (scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n multiplyEquals: function (scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n divide: function (scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n divideEquals: function (scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n eq: function (that) {\n return (this.x === that.x && this.y === that.y);\n },\n\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lt: function (that) {\n return (this.x < that.x && this.y < that.y);\n },\n\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lte: function (that) {\n return (this.x <= that.x && this.y <= that.y);\n },\n\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gt: function (that) {\n return (this.x > that.x && this.y > that.y);\n },\n\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gte: function (that) {\n return (this.x >= that.x && this.y >= that.y);\n },\n\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */\n lerp: function (that, t) {\n if (typeof t === 'undefined') {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */\n distanceFrom: function (that) {\n var dx = this.x - that.x,\n dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n midPointFrom: function (that) {\n return this.lerp(that);\n },\n\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n min: function (that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n max: function (that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n\n /**\n * Returns string representation of this point\n * @return {String}\n */\n toString: function () {\n return this.x + ',' + this.y;\n },\n\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */\n setXY: function (x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */\n setX: function (x) {\n this.x = x;\n return this;\n },\n\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */\n setY: function (y) {\n this.y = y;\n return this;\n },\n\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */\n setFromPoint: function (that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */\n swap: function (that) {\n var x = this.x,\n y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */\n clone: function () {\n return new Point(this.x, this.y);\n }\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Intersection) {\n fabric.warn('fabric.Intersection is already defined');\n return;\n }\n\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */\n function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n\n fabric.Intersection = Intersection;\n\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n\n constructor: Intersection,\n\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoint: function (point) {\n this.points.push(point);\n return this;\n },\n\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoints: function (points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {\n var result,\n uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x),\n ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x),\n uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB,\n ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection('Intersection');\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n }\n else {\n result = new Intersection();\n }\n }\n else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection('Coincident');\n }\n else {\n result = new Intersection('Parallel');\n }\n }\n return result;\n };\n\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(),\n length = points.length,\n b1, b2, inter, i;\n\n for (i = 0; i < length; i++) {\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {\n var result = new Intersection(),\n length = points1.length, i;\n\n for (i = 0; i < length; i++) {\n var a1 = points1[i],\n a2 = points1[(i + 1) % length],\n inter = Intersection.intersectLinePolygon(a1, a2, points2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {\n var min = r1.min(r2),\n max = r1.max(r2),\n topRight = new fabric.Point(max.x, min.y),\n bottomLeft = new fabric.Point(min.x, max.y),\n inter1 = Intersection.intersectLinePolygon(min, topRight, points),\n inter2 = Intersection.intersectLinePolygon(topRight, max, points),\n inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points),\n inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points),\n result = new Intersection();\n\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Color) {\n fabric.warn('fabric.Color is already defined.');\n return;\n }\n\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */\n function Color(color) {\n if (!color) {\n this.setSource([0, 0, 0, 1]);\n }\n else {\n this._tryParsingColor(color);\n }\n }\n\n fabric.Color = Color;\n\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */\n _tryParsingColor: function(color) {\n var source;\n\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n\n if (color === 'transparent') {\n source = [255, 255, 255, 0];\n }\n\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [0, 0, 0, 1];\n }\n if (source) {\n this.setSource(source);\n }\n },\n\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */\n _rgbToHsl: function(r, g, b) {\n r /= 255; g /= 255; b /= 255;\n\n var h, s, l,\n max = fabric.util.array.max([r, g, b]),\n min = fabric.util.array.min([r, g, b]);\n\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch (max) {\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */\n getSource: function() {\n return this._source;\n },\n\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */\n setSource: function(source) {\n this._source = source;\n },\n\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */\n toRgb: function() {\n var source = this.getSource();\n return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';\n },\n\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */\n toRgba: function() {\n var source = this.getSource();\n return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */\n toHsl: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';\n },\n\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */\n toHsla: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */\n toHex: function() {\n var source = this.getSource(), r, g, b;\n\n r = source[0].toString(16);\n r = (r.length === 1) ? ('0' + r) : r;\n\n g = source[1].toString(16);\n g = (g.length === 1) ? ('0' + g) : g;\n\n b = source[2].toString(16);\n b = (b.length === 1) ? ('0' + b) : b;\n\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */\n toHexa: function() {\n var source = this.getSource(), a;\n\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = (a.length === 1) ? ('0' + a) : a;\n\n return this.toHex() + a.toUpperCase();\n },\n\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */\n getAlpha: function() {\n return this.getSource()[3];\n },\n\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */\n setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */\n toGrayscale: function() {\n var source = this.getSource(),\n average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),\n currentAlpha = source[3];\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */\n toBlackWhite: function(threshold) {\n var source = this.getSource(),\n average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),\n currentAlpha = source[3];\n\n threshold = threshold || 127;\n\n average = (Number(average) < Number(threshold)) ? 0 : 255;\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */\n overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n\n var result = [],\n alpha = this.getAlpha(),\n otherAlpha = 0.5,\n source = this.getSource(),\n otherSource = otherColor.getSource(), i;\n\n for (i = 0; i < 3; i++) {\n result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));\n }\n\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */\n fabric.Color.colorNameMap = {\n aliceblue: '#F0F8FF',\n antiquewhite: '#FAEBD7',\n aqua: '#00FFFF',\n aquamarine: '#7FFFD4',\n azure: '#F0FFFF',\n beige: '#F5F5DC',\n bisque: '#FFE4C4',\n black: '#000000',\n blanchedalmond: '#FFEBCD',\n blue: '#0000FF',\n blueviolet: '#8A2BE2',\n brown: '#A52A2A',\n burlywood: '#DEB887',\n cadetblue: '#5F9EA0',\n chartreuse: '#7FFF00',\n chocolate: '#D2691E',\n coral: '#FF7F50',\n cornflowerblue: '#6495ED',\n cornsilk: '#FFF8DC',\n crimson: '#DC143C',\n cyan: '#00FFFF',\n darkblue: '#00008B',\n darkcyan: '#008B8B',\n darkgoldenrod: '#B8860B',\n darkgray: '#A9A9A9',\n darkgrey: '#A9A9A9',\n darkgreen: '#006400',\n darkkhaki: '#BDB76B',\n darkmagenta: '#8B008B',\n darkolivegreen: '#556B2F',\n darkorange: '#FF8C00',\n darkorchid: '#9932CC',\n darkred: '#8B0000',\n darksalmon: '#E9967A',\n darkseagreen: '#8FBC8F',\n darkslateblue: '#483D8B',\n darkslategray: '#2F4F4F',\n darkslategrey: '#2F4F4F',\n darkturquoise: '#00CED1',\n darkviolet: '#9400D3',\n deeppink: '#FF1493',\n deepskyblue: '#00BFFF',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1E90FF',\n firebrick: '#B22222',\n floralwhite: '#FFFAF0',\n forestgreen: '#228B22',\n fuchsia: '#FF00FF',\n gainsboro: '#DCDCDC',\n ghostwhite: '#F8F8FF',\n gold: '#FFD700',\n goldenrod: '#DAA520',\n gray: '#808080',\n grey: '#808080',\n green: '#008000',\n greenyellow: '#ADFF2F',\n honeydew: '#F0FFF0',\n hotpink: '#FF69B4',\n indianred: '#CD5C5C',\n indigo: '#4B0082',\n ivory: '#FFFFF0',\n khaki: '#F0E68C',\n lavender: '#E6E6FA',\n lavenderblush: '#FFF0F5',\n lawngreen: '#7CFC00',\n lemonchiffon: '#FFFACD',\n lightblue: '#ADD8E6',\n lightcoral: '#F08080',\n lightcyan: '#E0FFFF',\n lightgoldenrodyellow: '#FAFAD2',\n lightgray: '#D3D3D3',\n lightgrey: '#D3D3D3',\n lightgreen: '#90EE90',\n lightpink: '#FFB6C1',\n lightsalmon: '#FFA07A',\n lightseagreen: '#20B2AA',\n lightskyblue: '#87CEFA',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#B0C4DE',\n lightyellow: '#FFFFE0',\n lime: '#00FF00',\n limegreen: '#32CD32',\n linen: '#FAF0E6',\n magenta: '#FF00FF',\n maroon: '#800000',\n mediumaquamarine: '#66CDAA',\n mediumblue: '#0000CD',\n mediumorchid: '#BA55D3',\n mediumpurple: '#9370DB',\n mediumseagreen: '#3CB371',\n mediumslateblue: '#7B68EE',\n mediumspringgreen: '#00FA9A',\n mediumturquoise: '#48D1CC',\n mediumvioletred: '#C71585',\n midnightblue: '#191970',\n mintcream: '#F5FFFA',\n mistyrose: '#FFE4E1',\n moccasin: '#FFE4B5',\n navajowhite: '#FFDEAD',\n navy: '#000080',\n oldlace: '#FDF5E6',\n olive: '#808000',\n olivedrab: '#6B8E23',\n orange: '#FFA500',\n orangered: '#FF4500',\n orchid: '#DA70D6',\n palegoldenrod: '#EEE8AA',\n palegreen: '#98FB98',\n paleturquoise: '#AFEEEE',\n palevioletred: '#DB7093',\n papayawhip: '#FFEFD5',\n peachpuff: '#FFDAB9',\n peru: '#CD853F',\n pink: '#FFC0CB',\n plum: '#DDA0DD',\n powderblue: '#B0E0E6',\n purple: '#800080',\n rebeccapurple: '#663399',\n red: '#FF0000',\n rosybrown: '#BC8F8F',\n royalblue: '#4169E1',\n saddlebrown: '#8B4513',\n salmon: '#FA8072',\n sandybrown: '#F4A460',\n seagreen: '#2E8B57',\n seashell: '#FFF5EE',\n sienna: '#A0522D',\n silver: '#C0C0C0',\n skyblue: '#87CEEB',\n slateblue: '#6A5ACD',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#FFFAFA',\n springgreen: '#00FF7F',\n steelblue: '#4682B4',\n tan: '#D2B48C',\n teal: '#008080',\n thistle: '#D8BFD8',\n tomato: '#FF6347',\n turquoise: '#40E0D0',\n violet: '#EE82EE',\n wheat: '#F5DEB3',\n white: '#FFFFFF',\n whitesmoke: '#F5F5F5',\n yellow: '#FFFF00',\n yellowgreen: '#9ACD32'\n };\n\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */\n function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */\n fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */\n fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1),\n g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1),\n b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromRgba = Color.fromRgb;\n\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */\n fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n\n var h = (((parseFloat(match[1]) % 360) + 360) % 360) / 360,\n s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1),\n l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1),\n r, g, b;\n\n if (s === 0) {\n r = g = b = l;\n }\n else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,\n p = l * 2 - q;\n\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsla = Color.fromHsl;\n\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */\n fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */\n fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf('#') + 1),\n isShortNotation = (value.length === 3 || value.length === 4),\n isRGBa = (value.length === 8 || value.length === 4),\n r = isShortNotation ? (value.charAt(0) + value.charAt(0)) : value.substring(0, 2),\n g = isShortNotation ? (value.charAt(1) + value.charAt(1)) : value.substring(2, 4),\n b = isShortNotation ? (value.charAt(2) + value.charAt(2)) : value.substring(4, 6),\n a = isRGBa ? (isShortNotation ? (value.charAt(3) + value.charAt(3)) : value.substring(6, 8)) : 'FF';\n\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */\n fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n scaleMap = ['e', 'se', 's', 'sw', 'w', 'nw', 'n', 'ne', 'e'],\n skewMap = ['ns', 'nesw', 'ew', 'nwse'],\n controls = {},\n LEFT = 'left', TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', CENTER = 'center',\n opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER,\n }, radiansToDegrees = fabric.util.radiansToDegrees,\n sign = (Math.sign || function(x) { return ((x > 0) - (x < 0)) || +x; });\n\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */\n function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round((cornerAngle % 360) / 45);\n }\n\n function fireEvent(eventName, options) {\n var target = options.transform.target,\n canvas = target.canvas,\n canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire('object:' + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */\n function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey,\n uniformIsToggled = eventData[uniScaleKey];\n return (canvas.uniformScaling && !uniformIsToggled) ||\n (!canvas.uniformScaling && uniformIsToggled);\n }\n\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */\n function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */\n function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === 'x') {\n return true;\n }\n if (lockY && by === 'y') {\n return true;\n }\n return false;\n }\n\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed',\n scaleProportionally = scaleIsProportional(eventData, fabricObject),\n by = '';\n if (control.x !== 0 && control.y === 0) {\n by = 'x';\n }\n else if (control.x === 0 && control.y !== 0) {\n by = 'y';\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + '-resize';\n }\n\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed';\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + '-resize';\n }\n\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */\n function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewX' : 'scaleY';\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewY' : 'scaleX';\n }\n }\n\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return 'not-allowed';\n }\n return control.cursorStyle;\n }\n\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y,\n }\n };\n }\n\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(),\n constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY),\n actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */\n function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target,\n control = target.controls[transform.corner],\n zoom = target.canvas.getZoom(),\n padding = target.padding / zoom,\n localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */\n function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */\n function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n\n /**\n * Action handler for skewing on the X axis\n * @private\n */\n function skewObjectX(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x,\n currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleX), (dimNoSkew.y / target.scaleY))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set('skewX', newSkew);\n compensateScaleForSkew(target, 'skewY', 'scaleY', 'y', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Action handler for skewing on the Y axis\n * @private\n */\n function skewObjectY(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y,\n currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleY), (dimNoSkew.x / target.scaleX))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set('skewY', newSkew);\n compensateScaleForSkew(target, 'skewX', 'scaleX', 'x', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n }\n else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n }\n else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n }\n else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n }\n else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */\n function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform,\n target = t.target,\n pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n\n if (target.lockRotation) {\n return false;\n }\n\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x),\n curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x),\n angle = radiansToDegrees(curAngle - lastAngle + t.theta),\n hasRotated = true;\n\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle,\n snapThreshold = target.snapThreshold || snapAngle,\n rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,\n leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n }\n else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */\n function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target,\n lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY,\n by = options.by, newPoint, scaleX, scaleY, dim,\n scaleProportionally = scaleIsProportional(eventData, target),\n forbidScaling = scalingIsForbidden(target, by, scaleProportionally),\n signX, signY, gestureScale = transform.gestureScale;\n\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n }\n else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== 'y' ? sign(newPoint.x) : 1;\n signY = by !== 'x' ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n\n if (target.lockScalingFlip &&\n (transform.signX !== signX || transform.signY !== signY)\n ) {\n return false;\n }\n\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y),\n original = transform.original,\n originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) +\n Math.abs(dim.y * original.scaleY / target.scaleY),\n scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n }\n else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== 'y') {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== 'x') {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set('scaleX', scaleX);\n !lockScalingY && target.set('scaleY', scaleY);\n }\n else {\n // forbidden cases already handled on top here.\n by === 'x' && target.set('scaleX', scaleX);\n by === 'y' && target.set('scaleY', scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'x' });\n }\n\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'y' });\n }\n\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1),\n multiplier = isTransformCentered(transform) ? 2 : 1,\n oldWidth = target.width,\n newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set('width', Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */\n function dragHandler(eventData, transform, x, y) {\n var target = transform.target,\n newLeft = x - transform.offsetX,\n newTop = y - transform.offsetY,\n moveX = !target.get('lockMovementX') && target.left !== newLeft,\n moveY = !target.get('lockMovementY') && target.top !== newTop;\n moveX && target.set('left', newLeft);\n moveY && target.set('top', newTop);\n if (moveX || moveY) {\n fireEvent('moving', commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent('rotating', wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent('scaling', wrapWithFixedAnchor( scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent('resizing', wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n degreesToRadians = fabric.util.degreesToRadians,\n controls = fabric.controlsUtils;\n\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderCircleControl (ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor),\n myLeft = left,\n myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n }\n else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n }\n else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (\n styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor\n ), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + 'Rect'](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n function Control(options) {\n for (var i in options) {\n this[i] = options[i];\n }\n }\n\n fabric.Control = Control;\n\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n\n /**\n * keep track of control visibility.\n * mainly for backward compatibility.\n * if you do not want to see a control, you can remove it\n * from the controlset.\n * @type {Boolean}\n * @default true\n */\n visible: true,\n\n /**\n * Name of the action that the control will likely execute.\n * This is optional. FabricJS uses to identify what the user is doing for some\n * extra optimizations. If you are writing a custom control and you want to know\n * somewhere else in the code what is going on, you can use this string here.\n * you can also provide a custom getActionName if your control run multiple actions\n * depending on some external state.\n * default to scale since is the most common, used on 4 corners by default\n * @type {String}\n * @default 'scale'\n */\n actionName: 'scale',\n\n /**\n * Drawing angle of the control.\n * NOT used for now, but name marked as needed for internal logic\n * example: to reuse the same drawing function for different rotated controls\n * @type {Number}\n * @default 0\n */\n angle: 0,\n\n /**\n * Relative position of the control. X\n * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n x: 0,\n\n /**\n * Relative position of the control. Y\n * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n y: 0,\n\n /**\n * Horizontal offset of the control from the defined position. In pixels\n * Positive offset moves the control to the right, negative to the left.\n * It used when you want to have position of control that does not scale with\n * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n * the boundindbox, with an offset of 30 pixels vertically. Those 30 pixels will\n * stay 30 pixels no matter how the object is big. Another example is having 2\n * controls in the corner, that stay in the same position when the object scale.\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n offsetX: 0,\n\n /**\n * Vertical offset of the control from the defined position. In pixels\n * Positive offset moves the control to the bottom, negative to the top.\n * @type {Number}\n * @default 0\n */\n offsetY: 0,\n\n /**\n * Sets the length of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeX: null,\n\n /**\n * Sets the height of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeY: null,\n\n /**\n * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeX: null,\n\n /**\n * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeY: null,\n\n /**\n * Css cursor style to display when the control is hovered.\n * if the method `cursorStyleHandler` is provided, this property is ignored.\n * @type {String}\n * @default 'crosshair'\n */\n cursorStyle: 'crosshair',\n\n /**\n * If controls has an offsetY or offsetX, draw a line that connects\n * the control to the bounding box\n * @type {Boolean}\n * @default false\n */\n withConnection: false,\n\n /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n actionHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * The control handler for mouse down, provide one to handle mouse down on control\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n mouseDownHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * The control mouseUpHandler, provide one to handle an effect on mouse up.\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n mouseUpHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getActionHandler: function(/* eventData, fabricObject, control */) {\n return this.actionHandler;\n },\n\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseDownHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseDownHandler;\n },\n\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseUpHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseUpHandler;\n },\n\n /**\n * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n * function you can pass one in the constructor\n * the cursorStyle property\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n cursorStyleHandler: function(eventData, control /* fabricObject */) {\n return control.cursorStyle;\n },\n\n /**\n * Returns the action name. The basic implementation just return the actionName property.\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n getActionName: function(eventData, control /* fabricObject */) {\n return control.actionName;\n },\n\n /**\n * Returns controls visibility\n * @param {fabric.Object} object on which the control is displayed\n * @param {String} controlKey key where the control is memorized on the\n * @return {Boolean}\n */\n getVisibility: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== 'undefined') {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */\n setVisibility: function(visibility /* name, fabricObject */) {\n this.visible = visibility;\n },\n\n\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY }, finalMatrix);\n return point;\n },\n\n /**\n * Returns the coords for this control based on object values.\n * @param {Number} objectAngle angle from the fabric object holding the control\n * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n * isTouch is true)\n * @param {Number} centerX x coordinate where the control center should be\n * @param {Number} centerY y coordinate where the control center should be\n * @param {boolean} isTouch true if touch corner, false if normal corner\n */\n calcCornerCoords: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset,\n sinHalfOffset,\n cosHalfOffsetComp,\n sinHalfOffsetComp,\n xSize = (isTouch) ? this.touchSizeX : this.sizeX,\n ySize = (isTouch) ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n }\n else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = (xSize && ySize) ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */\n cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp,\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset,\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset,\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp,\n },\n };\n },\n\n /**\n * Render function for the control.\n * When this function runs the context is unscaled. unrotate. Just retina scaled.\n * all the functions will have to translate to the point left,top before starting Drawing\n * if they want to draw a control where the position is detected.\n * left and top are the result of the positionHandler function\n * @param {RenderingContext2D} ctx the context where the control will be drawn\n * @param {Number} left position of the canvas where we are about to render the control.\n * @param {Number} top position of the canvas where we are about to render the control.\n * @param {Object} styleOverride\n * @param {fabric.Object} fabricObject the object where the control is about to be rendered\n */\n render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n case 'circle':\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n },\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function () {\n\n 'use strict';\n\n if (fabric.StaticCanvas) {\n fabric.warn('fabric.StaticCanvas is already defined.');\n return;\n }\n\n // aliases for faster resolution\n var extend = fabric.util.object.extend,\n getElementOffset = fabric.util.getElementOffset,\n removeFromArray = fabric.util.removeFromArray,\n toFixed = fabric.util.toFixed,\n transformPoint = fabric.util.transformPoint,\n invertTransform = fabric.util.invertTransform,\n getNodeCanvas = fabric.util.getNodeCanvas,\n createCanvasElement = fabric.util.createCanvasElement,\n\n CANVAS_INIT_ERROR = new Error('Could not initialize `canvas` element');\n\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */\n fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */\n backgroundColor: '',\n\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n backgroundImage: null,\n\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */\n overlayColor: '',\n\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n overlayImage: null,\n\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */\n stateful: false,\n\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */\n renderOnAddRemove: true,\n\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */\n controlsAboveOverlay: false,\n\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */\n allowTouchScrolling: false,\n\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */\n imageSmoothingEnabled: true,\n\n /**\n * The transformation (a Canvas 2D API transform matrix) which focuses the viewport\n * @type Array\n * @example Default transform\n * canvas.viewportTransform = [1, 0, 0, 1, 0, 0];\n * @example Scale by 70% and translate toward bottom-right by 50, without skewing\n * canvas.viewportTransform = [0.7, 0, 0, 0.7, 50, 50];\n * @default\n */\n viewportTransform: fabric.iMatrix.concat(),\n\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n backgroundVpt: true,\n\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n overlayVpt: true,\n\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */\n enableRetinaScaling: true,\n\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */\n vptCoords: { },\n\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */\n skipOffscreen: true,\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */\n _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n\n /**\n * @private\n */\n _isRetinaScaling: function() {\n return (fabric.devicePixelRatio > 1 && this.enableRetinaScaling);\n },\n\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */\n getRetinaScaling: function() {\n return this._isRetinaScaling() ? Math.max(1, fabric.devicePixelRatio) : 1;\n },\n\n /**\n * @private\n */\n _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute('width', this.width * scaleRatio);\n canvas.setAttribute('height', this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n\n\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */\n calcOffset: function () {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n setOverlayImage: function (image, callback, options) {\n return this.__setBgOverlayImage('overlayImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n // TODO: fix stretched examples\n setBackgroundImage: function (image, callback, options) {\n return this.__setBgOverlayImage('backgroundImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor('overlayColor', overlayColor, callback);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */\n __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === 'string') {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n }\n else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */\n __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n\n /**\n * @private\n */\n _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = { };\n }\n if (typeof element.getContext === 'undefined') {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initOptions: function (options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n\n if (!this.lowerCanvasEl.style) {\n return;\n }\n\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n\n lowerCanvasEl.style.width = this.width + 'px';\n lowerCanvasEl.style.height = this.height + 'px';\n\n this.viewportTransform = this.viewportTransform.slice();\n },\n\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */\n _createLowerCanvas: function (canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n }\n else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n\n fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n\n this.contextContainer = this.lowerCanvasEl.getContext('2d');\n },\n\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */\n getWidth: function () {\n return this.width;\n },\n\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */\n getHeight: function () {\n return this.height;\n },\n\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setWidth: function (value, options) {\n return this.setDimensions({ width: value }, options);\n },\n\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setHeight: function (value, options) {\n return this.setDimensions({ height: value }, options);\n },\n\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setDimensions: function (dimensions, options) {\n var cssValue;\n\n options = options || {};\n\n for (var prop in dimensions) {\n cssValue = dimensions[prop];\n\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += 'px';\n this.hasLostContext = true;\n }\n\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);\n }\n this._initRetinaScaling();\n this.calcOffset();\n\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n\n return this;\n },\n\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setBackstoreDimension: function (prop, value) {\n this.lowerCanvasEl[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n\n this[prop] = value;\n\n return this;\n },\n\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setCssDimension: function (prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n\n return this;\n },\n\n /**\n * Returns canvas zoom level\n * @return {Number}\n */\n getZoom: function () {\n return this.viewportTransform[0];\n },\n\n /**\n * Sets viewport transformation of this canvas instance\n * @param {Array} vpt a Canvas 2D API transform matrix\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setViewportTransform: function (vpt) {\n var activeObject = this._activeObject,\n backgroundObject = this.backgroundImage,\n overlayObject = this.overlayImage,\n object, i, len;\n this.viewportTransform = vpt;\n for (i = 0, len = this._objects.length; i < len; i++) {\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n zoomToPoint: function (point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setZoom: function (value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n absolutePan: function (point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n relativePan: function (point) {\n return this.absolutePan(new fabric.Point(\n -point.x - this.viewportTransform[4],\n -point.y - this.viewportTransform[5]\n ));\n },\n\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */\n getElement: function () {\n return this.lowerCanvasEl;\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */\n _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set('canvas', this);\n obj.setCoords();\n this.fire('object:added', { target: obj });\n obj.fire('added');\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n this.fire('object:removed', { target: obj });\n obj.fire('removed');\n delete obj.canvas;\n },\n\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */\n getContext: function () {\n return this.contextContainer;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = '';\n this.overlayColor = '';\n if (this._hasITextHandlers) {\n this.off('mouse:up', this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire('canvas:cleared');\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n requestRenderAll: function () {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */\n calcViewportBoundaries: function() {\n var points = { }, width = this.width, height = this.height,\n iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({ x: 0, y: 0 }, iVpt);\n points.br = transformPoint({ x: width, y: height }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire('before:render', { ctx: ctx, });\n this._renderBackground(ctx);\n\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire('after:render', { ctx: ctx, });\n },\n\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = 'destination-in';\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */\n _renderObjects: function(ctx, objects) {\n var i, len;\n for (i = 0, len = objects.length; i < len; ++i) {\n objects[i] && objects[i].render(ctx);\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */\n _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + 'Color'], object = this[property + 'Image'],\n v = this.viewportTransform, needsVpt = this[property + 'Vpt'];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive\n ? fill.toLive(ctx, this)\n : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'background');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'overlay');\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n * @deprecated migrate to `getCenterPoint`\n */\n getCenter: function () {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * @return {fabric.Point} \n */\n getCenterPoint: function () {\n return new fabric.Point(this.width / 2, this.height / 2);\n },\n\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */\n centerObjectH: function (object) {\n return this._centerObject(object, new fabric.Point(this.getCenterPoint().x, object.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObjectV: function (object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObject: function(object) {\n var center = this.getCenterPoint();\n return this._centerObject(object, center);\n },\n\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, vpCenter);\n },\n\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */\n getVpCenter: function() {\n var center = this.getCenterPoint(),\n iVpt = invertTransform(this.viewportTransform);\n return transformPoint(center, iVpt);\n },\n\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n _centerObject: function(object, center) {\n object.setPositionByOrigin(center, 'center', 'center');\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */\n toDatalessJSON: function (propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n return this._toObjectMethod('toObject', propertiesToInclude);\n },\n\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function (propertiesToInclude) {\n return this._toObjectMethod('toDatalessObject', propertiesToInclude);\n },\n\n /**\n * @private\n */\n _toObjectMethod: function (methodName, propertiesToInclude) {\n\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude),\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n\n return data;\n },\n\n /**\n * @private\n */\n _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n\n /**\n * @private\n */\n __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage,\n bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n }\n else if (bgColor) {\n data.background = bgColor;\n }\n\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n }\n else if (overlayColor) {\n data.overlay = overlayColor;\n }\n\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n\n return data;\n },\n\n \n\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendToBack: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringToFront: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendBackwards: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse down the stack looking for the nearest intersecting object\n for (i = idx - 1; i >= 0; --i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx - 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringForward: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse up the stack looking for the nearest intersecting object\n for (i = idx + 1, len = this._objects.length; i < len; ++i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx + 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n moveTo: function (object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove('lower-canvas');\n fabric.util.setStyle(this.lowerCanvasEl, this._originalCanvasStyle);\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute('width', this.width);\n this.lowerCanvasEl.setAttribute('height', this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function () {\n return '#';\n }\n });\n\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n\n /**\n * @static\n * @type String\n * @default\n */\n EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */\n supports: function (methodName) {\n var el = createCanvasElement();\n\n if (!el || !el.getContext) {\n return null;\n }\n\n var ctx = el.getContext('2d');\n if (!ctx) {\n return null;\n }\n\n switch (methodName) {\n\n case 'setLineDash':\n return typeof ctx.setLineDash !== 'undefined';\n\n default:\n return null;\n }\n }\n });\n\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */\n fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */\nfabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n\n /**\n * Color of a brush\n * @type String\n * @default\n */\n color: 'rgb(0, 0, 0)',\n\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */\n width: 1,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'round',\n\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'round',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */\n strokeMiterLimit: 10,\n\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */\n strokeDashArray: null,\n\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */\n\n limitedToCanvasSize: false,\n\n\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function (ctx) {\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */\n _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n\n /**\n * Sets brush shadow styles\n * @private\n */\n _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n\n var canvas = this.canvas,\n shadow = this.shadow,\n ctx = canvas.contextTop,\n zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n\n /**\n * Removes brush shadow styles\n * @private\n */\n _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */\n _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */\n fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */\n decimate: 0.4,\n\n /**\n * Draws a straight line between last recorded point to current pointer\n * Used for `shift` functionality\n *\n * @type boolean\n * @default false\n */\n drawStraightLine: false,\n\n /**\n * The event modifier key that makes the brush draw a straight line.\n * If `null` or 'none' or any other string that is not a modifier key the feature is disabled.\n * @type {'altKey' | 'shiftKey' | 'ctrlKey' | 'none' | undefined | null}\n */\n straightLineKey: 'shiftKey',\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n\n needsFullRender: function () {\n return this.callSuper('needsFullRender') || this._hasStraightLine;\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n _drawSegment: function (ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n }\n else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.drawStraightLine = false;\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _prepareForDrawing: function(pointer) {\n\n var p = new fabric.Point(pointer.x, pointer.y);\n\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */\n _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n if (this.drawStraightLine && this._points.length > 1) {\n this._hasStraightLine = true;\n this._points.pop();\n }\n this._points.push(point);\n return true;\n },\n\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */\n _reset: function() {\n this._points = [];\n this._setBrushStyles(this.canvas.contextTop);\n this._setShadow();\n this._hasStraightLine = false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n * @param {CanvasRenderingContext2D} [ctx]\n */\n _render: function(ctx) {\n var i, len,\n p1 = this._points[0],\n p2 = this._points[1];\n ctx = ctx || this.canvas.contextTop;\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n\n for (i = 1, len = this._points.length; i < len; i++) {\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */\n convertPointsToSVGPath: function (points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */\n _isEmptySVGPath: function (pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === 'M 0 0 Q 0 0 0 0 L 0 0';\n },\n\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */\n createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray,\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n\n return path;\n },\n\n /**\n * Decimate points array with the decimate value\n */\n decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2),\n i, l = points.length - 1, lastPoint = points[0], newPoints = [lastPoint],\n cDistance;\n for (i = 1; i < l - 1; i++) {\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */\n newPoints.push(points[l]);\n return newPoints;\n },\n\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */\n _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire('before:path:created', { path: path });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n\n\n // fire event 'path' created\n this.canvas.fire('path:created', { path: path });\n }\n });\n})();\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */\nfabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n\n /**\n * Width of a brush\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n drawDot: function(pointer) {\n var point = this.addPoint(pointer),\n ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n\n /**\n * Invoked on mouse down\n */\n onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n\n /**\n * Render the full state of the brush\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n points = this.points;\n this._saveAndTransform(ctx);\n for (i = 0, len = points.length; i < len; i++) {\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n }\n else {\n this.drawDot(pointer);\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n\n var circles = [];\n\n for (i = 0, len = this.points.length; i < len; i++) {\n var point = this.points[i],\n circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: 'center',\n originY: 'center',\n fill: point.fill\n });\n\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */\n addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y),\n\n circleRadius = fabric.util.getRandomInt(\n Math.max(0, this.width - 20), this.width + 20) / 2,\n\n circleColor = new fabric.Color(this.color)\n .setAlpha(fabric.util.getRandomInt(0, 100) / 100)\n .toRgba();\n\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n\n this.points.push(pointerPoint);\n\n return pointerPoint;\n }\n});\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */\nfabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n\n /**\n * Width of a spray\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */\n density: 20,\n\n /**\n * Width of spray dots\n * @type Number\n * @default\n */\n dotWidth: 1,\n\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */\n dotWidthVariance: 1,\n\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */\n randomOpacity: false,\n\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */\n optimizeOverlapping: true,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n\n var rects = [];\n\n for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n var sprayChunk = this.sprayChunks[i];\n\n for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {\n\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: 'center',\n originY: 'center',\n fill: this.color\n });\n rects.push(rect);\n }\n }\n\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n\n var group = new fabric.Group(rects);\n this.shadow && group.set('shadow', new fabric.Shadow(this.shadow));\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @private\n * @param {Array} rects\n */\n _getOptimizedRects: function(rects) {\n\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = { }, key, i, len;\n\n for (i = 0, len = rects.length; i < len; i++) {\n key = rects[i].left + '' + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for (key in uniqueRects) {\n uniqueRectsArray.push(uniqueRects[key]);\n }\n\n return uniqueRectsArray;\n },\n\n /**\n * Render new chunk of spray brush\n */\n render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, len = sprayChunk.length; i < len; i++) {\n var point = sprayChunk[i];\n if (typeof point.opacity !== 'undefined') {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n\n /**\n * Render all spray chunks\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n\n /**\n * @param {Object} pointer\n */\n addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n\n var x, y, width, radius = this.width / 2, i;\n\n for (i = 0; i < this.density; i++) {\n\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(\n // bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance),\n this.dotWidth + this.dotWidthVariance);\n }\n else {\n width = this.dotWidth;\n }\n\n var point = new fabric.Point(x, y);\n point.width = width;\n\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n\n this.sprayChunkPoints.push(point);\n }\n\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */\nfabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n\n getPatternSrc: function() {\n\n var dotWidth = 20,\n dotDistance = 5,\n patternCanvas = fabric.util.createCanvasElement(),\n patternCtx = patternCanvas.getContext('2d');\n\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n\n return patternCanvas;\n },\n\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace('this.color', '\"' + this.color + '\"');\n },\n\n /**\n * Creates \"pattern\" instance property\n * @param {CanvasRenderingContext2D} ctx\n */\n getPattern: function(ctx) {\n return ctx.createPattern(this.source || this.getPatternSrc(), 'repeat');\n },\n\n /**\n * Sets brush styles\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function(ctx) {\n this.callSuper('_setBrushStyles', ctx);\n ctx.strokeStyle = this.getPattern(ctx);\n },\n\n /**\n * Creates path\n */\n createPath: function(pathData) {\n var path = this.callSuper('createPath', pathData),\n topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n(function() {\n\n var getPointer = fabric.util.getPointer,\n degreesToRadians = fabric.util.degreesToRadians,\n isTouchEvent = fabric.util.isTouchEvent;\n\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop:before before drop event. same native event. This is added to handle edge cases\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n */\n fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */\n uniformScaling: true,\n\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */\n uniScaleKey: 'shiftKey',\n\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: false,\n\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n centeredKey: 'altKey',\n\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n altActionKey: 'shiftKey',\n\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */\n interactive: true,\n\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */\n selection: true,\n\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */\n selectionKey: 'shiftKey',\n\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */\n altSelectionKey: null,\n\n /**\n * Color of selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(100, 100, 255, 0.3)', // blue\n\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */\n selectionDashArray: [],\n\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */\n selectionBorderColor: 'rgba(255, 255, 255, 0.3)',\n\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */\n selectionLineWidth: 1,\n\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */\n selectionFullyContained: false,\n\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */\n hoverCursor: 'move',\n\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */\n moveCursor: 'move',\n\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */\n defaultCursor: 'default',\n\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */\n freeDrawingCursor: 'crosshair',\n\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */\n notAllowedCursor: 'not-allowed',\n\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */\n containerClass: 'canvas-container',\n\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */\n targetFindTolerance: 0,\n\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */\n skipTargetFind: false,\n\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */\n isDrawingMode: false,\n\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */\n preserveObjectStacking: false,\n\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */\n snapAngle: 0,\n\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */\n snapThreshold: null,\n\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n stopContextMenu: false,\n\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n fireRightClick: false,\n\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */\n fireMiddleClick: false,\n\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */\n targets: [],\n\n /**\n * When the option is enabled, PointerEvent is used instead of MouseEvent.\n * @type Boolean\n * @default\n */\n enablePointerEvents: false,\n\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */\n _hoveredTarget: null,\n\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */\n _hoveredTargets: [],\n\n /**\n * @private\n */\n _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n\n this._initRetinaScaling();\n\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n\n this.calcOffset();\n },\n\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */\n _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(),\n object, objsToRender, activeGroupObjects;\n\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for (var i = 0, length = this._objects.length; i < length; i++) {\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1 ) {\n objsToRender.push(object);\n }\n else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n }\n else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n this.hasLostContext = false;\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n renderTop: function () {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire('after:render');\n return this;\n },\n\n /**\n * @private\n */\n _normalizePointer: function (object, pointer) {\n var m = object.calcTransformMatrix(),\n invertedM = fabric.util.invertTransform(m),\n vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */\n isTargetTransparent: function (target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),\n targetRelativeX = Math.max(target.cacheTranslationX + (normalizedPointer.x * target.zoomX), 0),\n targetRelativeY = Math.max(target.cacheTranslationY + (normalizedPointer.y * target.zoomY), 0);\n\n var isTransparent = fabric.util.isTransparent(\n target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n\n return isTransparent;\n }\n\n var ctx = this.contextCache,\n originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n\n target.selectionBackgroundColor = '';\n\n this.clearContext(ctx);\n\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n\n target.selectionBackgroundColor = originalColor;\n\n var isTransparent = fabric.util.isTransparent(\n ctx, x, y, this.targetFindTolerance);\n\n return isTransparent;\n },\n\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */\n _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n\n if (Array.isArray(this.selectionKey)) {\n selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });\n }\n else {\n selectionKeyPressed = e[this.selectionKey];\n }\n\n return selectionKeyPressed;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _shouldClearSelection: function (e, target) {\n var activeObjects = this.getActiveObjects(),\n activeObject = this._activeObject;\n\n return (\n !target\n ||\n (target &&\n activeObject &&\n activeObjects.length > 1 &&\n activeObjects.indexOf(target) === -1 &&\n activeObject !== target &&\n !this._isSelectionKeyPressed(e))\n ||\n (target && !target.evented)\n ||\n (target &&\n !target.selectable &&\n activeObject &&\n activeObject !== target)\n );\n },\n\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */\n _shouldCenterTransform: function (target, action, altKey) {\n if (!target) {\n return;\n }\n\n var centerTransform;\n\n if (action === 'scale' || action === 'scaleX' || action === 'scaleY' || action === 'resizing') {\n centerTransform = this.centeredScaling || target.centeredScaling;\n }\n else if (action === 'rotate') {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n\n return centerTransform ? !altKey : altKey;\n },\n\n /**\n * should disappear before release 4.0\n * @private\n */\n _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n\n if (corner === 'ml' || corner === 'tl' || corner === 'bl') {\n origin.x = 'right';\n }\n else if (corner === 'mr' || corner === 'tr' || corner === 'br') {\n origin.x = 'left';\n }\n\n if (corner === 'tl' || corner === 'mt' || corner === 'tr') {\n origin.y = 'bottom';\n }\n else if (corner === 'bl' || corner === 'mb' || corner === 'br') {\n origin.y = 'top';\n }\n return origin;\n },\n\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */\n _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return 'drag';\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _setupCurrentTransform: function (e, target, alreadySelected) {\n if (!target) {\n return;\n }\n\n var pointer = this.getPointer(e), corner = target.__corner,\n control = target.controls[corner],\n actionHandler = (alreadySelected && corner) ?\n control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler,\n action = this._getActionFromCorner(alreadySelected, corner, e, target),\n origin = this._getOriginFromCorner(target, corner),\n altKey = e[this.centeredKey],\n transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target),\n };\n\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = 'center';\n transform.originY = 'center';\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */\n setCursor: function (value) {\n this.upperCanvasEl.style.cursor = value;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */\n _drawSelection: function (ctx) {\n var selector = this._groupSelector,\n viewportStart = new fabric.Point(selector.ex, selector.ey),\n start = fabric.util.transformPoint(viewportStart, this.viewportTransform),\n viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top),\n extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform),\n minX = Math.min(start.x, extent.x),\n minY = Math.min(start.y, extent.y),\n maxX = Math.max(start.x, extent.x),\n maxY = Math.max(start.y, extent.y),\n strokeOffset = this.selectionLineWidth / 2;\n\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */\n findTarget: function (e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n\n var ignoreZoom = true,\n pointer = this.getPointer(e, ignoreZoom),\n activeObject = this._activeObject,\n aObjects = this.getActiveObjects(),\n activeTarget, activeTargetSubs,\n isTouch = isTouchEvent(e),\n shouldLookForActive = (aObjects.length > 1 && !skipGroup) || aObjects.length === 1;\n\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 &&\n activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n }\n else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */\n _checkTarget: function(pointer, obj, globalPointer) {\n if (obj &&\n obj.visible &&\n obj.evented &&\n // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)\n ) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n }\n else {\n return true;\n }\n }\n },\n\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */\n _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while (i--) {\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ?\n this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */\n restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(\n pointer,\n fabric.util.invertTransform(this.viewportTransform)\n );\n },\n\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */\n getPointer: function (e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n\n var pointer = getPointer(e),\n upperCanvasEl = this.upperCanvasEl,\n bounds = upperCanvasEl.getBoundingClientRect(),\n boundsWidth = bounds.width || 0,\n boundsHeight = bounds.height || 0,\n cssScale;\n\n if (!boundsWidth || !boundsHeight ) {\n if ('top' in bounds && 'bottom' in bounds) {\n boundsHeight = Math.abs( bounds.top - bounds.bottom );\n }\n if ('right' in bounds && 'left' in bounds) {\n boundsWidth = Math.abs( bounds.right - bounds.left );\n }\n }\n\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = { width: 1, height: 1 };\n }\n else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */\n _createUpperCanvas: function () {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, ''),\n lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = '';\n }\n else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);\n\n this.wrapperEl.appendChild(upperCanvasEl);\n\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext('2d');\n },\n\n /**\n * Returns context of top canvas where interactions are drawn\n * @returns {CanvasRenderingContext2D}\n */\n getTopContext: function () {\n return this.contextTop;\n },\n\n /**\n * @private\n */\n _createCacheCanvas: function () {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute('width', this.width);\n this.cacheCanvasEl.setAttribute('height', this.height);\n this.contextCache = this.cacheCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _initWrapperElement: function () {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {\n 'class': this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + 'px',\n height: this.height + 'px',\n position: 'relative'\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */\n _applyCanvasStyle: function (element) {\n var width = this.width || element.width,\n height = this.height || element.height;\n\n fabric.util.setStyle(element, {\n position: 'absolute',\n width: width + 'px',\n height: height + 'px',\n left: 0,\n top: 0,\n 'touch-action': this.allowTouchScrolling ? 'manipulation' : 'none',\n '-ms-touch-action': this.allowTouchScrolling ? 'manipulation' : 'none'\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */\n _copyCanvasStyle: function (fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */\n getSelectionContext: function() {\n return this.contextTop;\n },\n\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */\n getSelectionElement: function () {\n return this.upperCanvasEl;\n },\n\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */\n getActiveObject: function () {\n return this._activeObject;\n },\n\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */\n getActiveObjects: function () {\n var active = this._activeObject;\n if (active) {\n if (active.type === 'activeSelection' && active._objects) {\n return active._objects.slice(0);\n }\n else {\n return [active];\n }\n }\n return [];\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire('before:selection:cleared', { target: obj });\n this._discardActiveObject();\n this.fire('selection:cleared', { target: obj });\n obj.fire('deselected');\n }\n if (obj === this._hoveredTarget){\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper('_onObjectRemoved', obj);\n },\n\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */\n _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(),\n added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire('deselected', {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire('selected', {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire('selection:updated', {\n e: e,\n selected: added,\n deselected: removed,\n });\n }\n else if (objects.length > 0) {\n this.fire('selection:created', {\n e: e,\n selected: added,\n });\n }\n else if (oldObjects.length > 0) {\n this.fire('selection:cleared', {\n e: e,\n deselected: removed,\n });\n }\n },\n\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setActiveObject: function (object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */\n _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({ e: e })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */\n _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({ e: e, object: object })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n discardActiveObject: function (e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire('before:selection:cleared', { target: activeObject, e: e });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n ['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper('clear');\n },\n\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */\n drawControls: function(ctx) {\n var activeObject = this._activeObject;\n\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance),\n object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */\n _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {\n var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n }\n else {\n return null;\n }\n },\n\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */\n _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper('_setSVGObject', markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n\n setViewportTransform: function (vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for (var prop in fabric.StaticCanvas) {\n if (prop !== 'prototype') {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n(function() {\n\n var addListener = fabric.util.addListener,\n removeListener = fabric.util.removeListener,\n RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1,\n addEventOptions = { passive: false };\n\n function checkClick(e, value) {\n return e.button && (e.button === value - 1);\n }\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */\n mainTouchId: null,\n\n /**\n * Adds mouse listeners to canvas\n * @private\n */\n _initEventListeners: function () {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, 'add');\n },\n\n /**\n * return an event prefix pointer or mouse.\n * @private\n */\n _getEventPrefix: function () {\n return this.enablePointerEvents ? 'pointer' : 'mouse';\n },\n\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, 'resize', this._onResize);\n functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n functor(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + 'out', this._onMouseOut);\n functor(canvasElement, eventTypePrefix + 'enter', this._onMouseEnter);\n functor(canvasElement, 'wheel', this._onMouseWheel);\n functor(canvasElement, 'contextmenu', this._onContextMenu);\n functor(canvasElement, 'dblclick', this._onDoubleClick);\n functor(canvasElement, 'dragover', this._onDragOver);\n functor(canvasElement, 'dragenter', this._onDragEnter);\n functor(canvasElement, 'dragleave', this._onDragLeave);\n functor(canvasElement, 'drop', this._onDrop);\n if (!this.enablePointerEvents) {\n functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions);\n }\n if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);\n eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);\n eventjs[eventjsFunctor](canvasElement, 'orientation', this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);\n eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);\n }\n },\n\n /**\n * Removes all event listeners\n */\n removeListeners: function() {\n this.addOrRemove(removeListener, 'remove');\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n */\n _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, 'dragenter');\n this._onDragLeave = this._simpleEventHandler.bind(this, 'dragleave');\n this._onDrop = this._onDrop.bind(this);\n this.eventsBound = true;\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */\n _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */\n _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */\n _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire('mouse:out', { target: target, e: e });\n this._hoveredTarget = null;\n target && target.fire('mouseout', { e: e });\n\n var _this = this;\n this._hoveredTargets.forEach(function(_target){\n _this.fire('mouse:out', { target: target, e: e });\n _target && target.fire('mouseout', { e: e });\n });\n this._hoveredTargets = [];\n\n if (this._iTextInstances) {\n this._iTextInstances.forEach(function(obj) {\n if (obj.isEditing) {\n obj.hiddenTextarea.focus();\n }\n });\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */\n _onMouseEnter: function(e) {\n // This find target and consequent 'mouse:over' is used to\n // clear old instances on hovered target.\n // calling findTarget has the side effect of killing target.__corner.\n // as a short term fix we are not firing this if we are currently transforming.\n // as a long term fix we need to separate the action of finding a target with the\n // side effects we added to it.\n if (!this._currentTransform && !this.findTarget(e)) {\n this.fire('mouse:over', { target: null, e: e });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */\n _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */\n _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler('dragover', e);\n this._fireEnterLeaveEvents(target, e);\n },\n\n /**\n * `drop:before` is a an event that allow you to schedule logic\n * before the `drop` event. Prefer `drop` event always, but if you need\n * to run some drop-disabling logic on an event, since there is no way\n * to handle event handlers ordering, use `drop:before`\n * @param {Event} e\n */\n _onDrop: function (e) {\n this._simpleEventHandler('drop:before', e);\n return this._simpleEventHandler('drop', e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onContextMenu: function (e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onDoubleClick: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'dblclick');\n this._resetTransformEventData(e);\n },\n\n /**\n * Return a the id of an event.\n * returns either the pointerId or the identifier or 0 for the mouse event\n * @private\n * @param {Event} evt Event object\n */\n getPointerId: function(evt) {\n var changedTouches = evt.changedTouches;\n\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n\n if (this.enablePointerEvents) {\n return evt.pointerId;\n }\n\n return -1;\n },\n\n /**\n * Determines if an event has the id of the event that is considered main\n * @private\n * @param {evt} event Event object\n */\n _isMainEvent: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === 'touchend' && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDown: function (e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + 'down', _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUp: function (e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMove: function (e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n\n /**\n * @private\n */\n _onResize: function () {\n this.calcOffset();\n },\n\n /**\n * Decides whether the canvas should be redrawn in mouseup and mousedown events.\n * @private\n * @param {Object} target\n */\n _shouldRender: function(target) {\n var activeObject = this._activeObject;\n\n if (\n !!activeObject !== !!target ||\n (activeObject && target && (activeObject !== target))\n ) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n }\n else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\n },\n\n /**\n * Method that defines the actions when mouse is released on canvas.\n * The method resets the currentTransform parameters, store the image corner\n * position in the image object and render the canvas on top.\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseUp: function (e) {\n var target, transform = this._currentTransform,\n groupSelector = this._groupSelector, shouldRender = false,\n isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, 'up:before');\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'up', RIGHT_CLICK, isClick);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\n return;\n }\n\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this._onMouseUpInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = (\n this._shouldRender(target) ||\n (!targetWasActive && target === this._activeObject)\n );\n }\n }\n var corner, pointer;\n if (target) {\n corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {\n this.setActiveObject(target, e);\n shouldRender = true;\n }\n else {\n var control = target.controls[corner],\n mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n pointer = this.getPointer(e);\n mouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n }\n target.isMoving = false;\n }\n // if we are ending up a transform on a different control or a new object\n // fire the original mouse up from the corner that started the transform\n if (transform && (transform.target !== target || transform.corner !== corner)) {\n var originalControl = transform.target && transform.target.controls[transform.corner],\n originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, target, control);\n pointer = pointer || this.getPointer(e);\n originalMouseUpHandler && originalMouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, 'up', LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n }\n else if (!isClick) {\n this.renderTop();\n }\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */\n _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e),\n targets = this.targets,\n options = {\n e: e,\n target: target,\n subTargets: targets,\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire(eventType, options);\n }\n return target;\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */\n _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target,\n targets = this.targets || [],\n options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === 'up') {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire('mouse:' + eventType, options);\n target && target.fire('mouse' + eventType, options);\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire('mouse' + eventType, options);\n }\n },\n\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */\n _finalizeCurrentTransform: function(e) {\n\n var transform = this._currentTransform,\n target = transform.target,\n options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action,\n };\n\n if (target._scaling) {\n target._scaling = false;\n }\n\n target.setCoords();\n\n if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {\n this._fire('modified', options);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, { e: e, pointer: pointer });\n this._handleEvent(e, 'down');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, { e: e, pointer: pointer });\n }\n this.setCursor(this.freeDrawingCursor);\n this._handleEvent(e, 'move');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUpInDrawingMode: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({ e: e, pointer: pointer });\n this._handleEvent(e, 'up');\n },\n\n /**\n * Method that defines the actions when mouse is clicked on canvas.\n * The method inits the currentTransform parameters and renders all the\n * canvas so the current image can be placed on the top canvas and the rest\n * in on the container one.\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n __onMouseDown: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'down:before');\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'down', RIGHT_CLICK);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'down', MIDDLE_CLICK);\n }\n return;\n }\n\n if (this.isDrawingMode) {\n this._onMouseDownInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n // ignore if some object is being transformed at this moment\n if (this._currentTransform) {\n return;\n }\n\n var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target),\n shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n }\n else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n\n if (this.selection && (!target ||\n (!target.selectable && !target.isEditing && target !== this._activeObject))) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === 'down') {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner],\n pointer = this.getPointer(e),\n mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, 'down');\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n\n /**\n * reset cache form common information needed during event processing\n * @private\n */\n _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\n },\n\n /**\n * Cache common information needed during event processing\n * @private\n * @param {Event} e Event object fired on event\n */\n _cacheTransformEventData: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n\n /**\n * @private\n */\n _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire('before:transform', {\n e: e,\n transform: t,\n });\n },\n\n /**\n * Method that defines the actions when mouse is hovering the canvas.\n * The currentTransform parameter will define whether the user is rotating/scaling/translating\n * an image or neither of them (only hovering). A group selection is also possible and would cancel\n * all any other type of action.\n * In case of an image transformation only the top canvas will be rendered.\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n __onMouseMove: function (e) {\n this._handleEvent(e, 'move:before');\n this._cacheTransformEventData(e);\n var target, pointer;\n\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n var groupSelector = this._groupSelector;\n\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n\n this.renderTop();\n }\n else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n }\n else {\n this._transformObject(e);\n }\n this._handleEvent(e, 'move');\n this._resetTransformEventData();\n },\n\n /**\n * Manage the mouseout, mouseover events for the fabric object on the canvas\n * @param {Fabric.Object} target the target where the target from the mousemove event\n * @param {Event} e Event object fired on mousemove\n * @private\n */\n _fireOverOutEvents: function(target, e) {\n var _hoveredTarget = this._hoveredTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: 'mouseout',\n canvasEvtOut: 'mouse:out',\n evtIn: 'mouseover',\n canvasEvtIn: 'mouse:over',\n });\n for (var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'mouseout',\n evtIn: 'mouseover',\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n },\n\n /**\n * Manage the dragEnter, dragLeave events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the onDrag event\n * @param {Event} e Event object fired on ondrag\n * @private\n */\n _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n for (var i = 0; i < length; i++) {\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n }\n this._draggedoverTarget = target;\n },\n\n /**\n * Manage the synthetic in/out events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the supported events\n * @param {Event} e Event object fired\n * @param {Object} config configuration for the function to work\n * @param {String} config.targetName property on the canvas where the old target is stored\n * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out\n * @param {String} config.evtOut name of the event to fire for out\n * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in\n * @param {String} config.evtIn name of the event to fire for in\n * @private\n */\n fireSyntheticInOutEvents: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires,\n targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = { e: e, target: target, previousTarget: oldTarget };\n outOpt = { e: e, target: oldTarget, nextTarget: target };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'wheel');\n this._resetTransformEventData();\n },\n\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */\n _transformObject: function(e) {\n var pointer = this.getPointer(e),\n transform = this._currentTransform;\n\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n\n /**\n * @private\n */\n _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x,\n y = pointer.y,\n action = transform.action,\n actionPerformed = false,\n actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n\n\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\n if (action === 'drag' && actionPerformed) {\n transform.target.isMoving = true;\n this.setCursor(transform.target.moveCursor || this.moveCursor);\n }\n transform.actionPerformed = transform.actionPerformed || actionPerformed;\n },\n\n /**\n * @private\n */\n _fire: fabric.controlsUtils.fireEvent,\n\n /**\n * Sets the cursor depending on where the canvas is being hovered.\n * Note: very buggy in Opera\n * @param {Event} e Event object\n * @param {Object} target Object that the mouse is hovering, if so.\n */\n _setCursorFromEvent: function (e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor,\n activeSelection = this._activeObject && this._activeObject.type === 'activeSelection' ?\n this._activeObject : null,\n // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target))\n // here we call findTargetCorner always with undefined for the touch parameter.\n // we assume that if you are using a cursor you do not need to interact with\n // the bigger touch area.\n && target._findTargetCorner(this.getPointer(e, true));\n\n if (!corner) {\n if (target.subTargetCheck){\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target){\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n }\n else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n\n /**\n * @private\n */\n getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n(function() {\n\n var min = Math.min,\n max = Math.max;\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */\n _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&\n (activeObject !== target || activeObject.type === 'activeSelection') && !target.onSelect({ e: e });\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _handleGrouping: function (e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === 'activeSelection') {\n this._updateActiveSelection(target, e);\n }\n else {\n this._createActiveSelection(target, e);\n }\n },\n\n /**\n * @private\n */\n _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject,\n currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n }\n else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n\n /**\n * @private\n */\n _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n\n /**\n * @private\n * @param {Object} target\n */\n _createGroup: function(target) {\n var objects = this._objects,\n isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),\n groupObjects = isActiveLower\n ? [this._activeObject, target]\n : [target, this._activeObject];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n\n /**\n * @private\n * @param {Event} e mouse event\n */\n _groupSelectedObjects: function (e) {\n\n var group = this._collectObjects(e),\n aGroup;\n\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n }\n else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n\n /**\n * @private\n */\n _collectObjects: function(e) {\n var group = [],\n currentObject,\n x1 = this._groupSelector.ex,\n y1 = this._groupSelector.ey,\n x2 = x1 + this._groupSelector.left,\n y2 = y1 + this._groupSelector.top,\n selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)),\n selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)),\n allowIntersect = !this.selectionFullyContained,\n isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for (var i = this._objects.length; i--; ) {\n currentObject = this._objects[i];\n\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n\n if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true)) ||\n currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) ||\n (allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true)) ||\n (allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true))\n ) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({ e: e });\n });\n }\n\n return group;\n },\n\n /**\n * @private\n */\n _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n\n})();\n(function () {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */\n toDataURL: function (options) {\n options || (options = { });\n\n var format = options.format || 'png',\n quality = options.quality || 1,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1),\n canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */\n toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || { };\n var scaledWidth = (cropping.width || this.width) * multiplier,\n scaledHeight = (cropping.height || this.height) * multiplier,\n zoom = this.getZoom(),\n originalWidth = this.width,\n originalHeight = this.height,\n newZoom = zoom * multiplier,\n vp = this.viewportTransform,\n translateX = (vp[4] - (cropping.left || 0)) * multiplier,\n translateY = (vp[5] - (cropping.top || 0)) * multiplier,\n originalInteractive = this.interactive,\n newVp = [newZoom, 0, 0, newZoom, translateX, translateY],\n originalRetina = this.enableRetinaScaling,\n canvasEl = fabric.util.createCanvasElement(),\n originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext('2d'), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n },\n });\n\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */\n loadFromJSON: function (json, callback, reviver) {\n if (!json) {\n return;\n }\n\n // serialize if it wasn't already\n var serialized = (typeof json === 'string')\n ? JSON.parse(json)\n : fabric.util.object.clone(json);\n\n var _this = this,\n clipPath = serialized.clipPath,\n renderOnAddRemove = this.renderOnAddRemove;\n\n this.renderOnAddRemove = false;\n\n delete serialized.clipPath;\n\n this._enlivenObjects(serialized.objects, function (enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function () {\n if (clipPath) {\n _this._enlivenObjects([clipPath], function (enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n }\n else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n\n var cbIfLoaded = function () {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n\n this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);\n },\n\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */\n __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n\n if (property === 'backgroundImage' || property === 'overlayImage') {\n fabric.util.enlivenObjects([value], function(enlivedObject){\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n }\n else {\n this['set' + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */\n _enlivenObjects: function (objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */\n _toDataURL: function (format, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURL(format));\n });\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */\n _toDataURLWithMultiplier: function (format, multiplier, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */\n clone: function (callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */\n cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n\n el.width = this.width;\n el.height = this.height;\n\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n }\n else {\n callback && callback(clone);\n }\n }\n});\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n capitalize = fabric.util.string.capitalize,\n degreesToRadians = fabric.util.degreesToRadians,\n objectCaching = !fabric.isLikelyNode,\n ALIASING_LIMIT = 2;\n\n if (fabric.Object) {\n return;\n }\n\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */\n fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */\n type: 'object',\n\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originX: 'left',\n\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originY: 'top',\n\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */\n top: 0,\n\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */\n left: 0,\n\n /**\n * Object width\n * @type Number\n * @default\n */\n width: 0,\n\n /**\n * Object height\n * @type Number\n * @default\n */\n height: 0,\n\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */\n scaleX: 1,\n\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */\n scaleY: 1,\n\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */\n flipX: false,\n\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */\n flipY: false,\n\n /**\n * Opacity of an object\n * @type Number\n * @default\n */\n opacity: 1,\n\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */\n angle: 0,\n\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewX: 0,\n\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewY: 0,\n\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */\n cornerSize: 13,\n\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */\n touchCornerSize: 24,\n\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */\n transparentCorners: true,\n\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */\n hoverCursor: null,\n\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */\n moveCursor: null,\n\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */\n padding: 0,\n\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */\n borderColor: 'rgb(178,204,255)',\n\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n borderDashArray: null,\n\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */\n cornerColor: 'rgb(178,204,255)',\n\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */\n cornerStrokeColor: null,\n\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */\n cornerStyle: 'rect',\n\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n cornerDashArray: null,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: true,\n\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n fill: 'rgb(0,0,0)',\n\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */\n fillRule: 'nonzero',\n\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */\n globalCompositeOperation: 'source-over',\n\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n backgroundColor: '',\n\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */\n selectionBackgroundColor: '',\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */\n strokeWidth: 1,\n\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */\n strokeDashArray: null,\n\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */\n strokeDashOffset: 0,\n\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'butt',\n\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'miter',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */\n strokeMiterLimit: 4,\n\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */\n borderOpacityWhenMoving: 0.4,\n\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */\n borderScaleFactor: 1,\n\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */\n minScaleLimit: 0,\n\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */\n selectable: true,\n\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */\n evented: true,\n\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */\n visible: true,\n\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */\n hasControls: true,\n\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */\n hasBorders: true,\n\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */\n lockMovementX: false,\n\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */\n lockMovementY: false,\n\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */\n lockRotation: false,\n\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingX: false,\n\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingY: false,\n\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingX: false,\n\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingY: false,\n\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */\n lockScalingFlip: false,\n\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n excludeFromExport: false,\n\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */\n objectCaching: objectCaching,\n\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */\n statefullCache: false,\n\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n noScaleCache: true,\n\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * this Property does not work on Text classes or drawing call that uses strokeText,fillText methods\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */\n strokeUniform: false,\n\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n dirty: true,\n\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */\n __corner: 0,\n\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */\n paintFirst: 'fill',\n\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */\n activeOn: 'down',\n\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: (\n 'top left width height scaleX scaleY flipX flipY originX originY transformMatrix ' +\n 'stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit ' +\n 'angle opacity fill globalCompositeOperation shadow visible backgroundColor ' +\n 'skewX skewY fillRule paintFirst clipPath strokeUniform'\n ).split(' '),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: (\n 'fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform' +\n ' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'\n ).split(' '),\n\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */\n colorProperties: (\n 'fill stroke backgroundColor'\n ).split(' '),\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */\n inverted: false,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */\n absolutePositioned: false,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */\n _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext('2d');\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal,\n width = dims.width, height = dims.height,\n max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal),\n capValue = fabric.util.capValue,\n x = capValue(min, limitedDims.x, max),\n y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(),\n // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0),\n neededX = dim.x * objectScale.scaleX / this.scaleX,\n neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */\n _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target,\n action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === 'scale') {\n return false;\n }\n }\n var canvas = this._cacheCanvas,\n dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n minCacheSize = fabric.minCacheSideLimit,\n width = dims.width, height = dims.height, drawingWidth, drawingHeight,\n zoomX = dims.zoomX, zoomY = dims.zoomY,\n dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight,\n zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY,\n shouldRedraw = dimensionsChanged || zoomChanged,\n additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width,\n canvasHeight = this._cacheCanvas.height,\n sizeGrowing = width > canvasWidth || height > canvasHeight,\n sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) &&\n canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n }\n else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, 'fill');\n this._initGradient(options.stroke, 'stroke');\n this._initPattern(options.fill, 'fill');\n this._initPattern(options.stroke, 'stroke');\n },\n\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */\n transform: function(ctx) {\n var needFullTransform = (this.group && !this.group._transformDone) ||\n (this.group && this.canvas && ctx === this.canvas.contextTop);\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n\n object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,\n stroke: (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: (this.shadow && this.shadow.toObject) ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS),\n };\n\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n\n return object;\n },\n\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * @private\n * @param {Object} object\n */\n _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype,\n stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === 'left' || prop === 'top') {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n // basically a check for [] === []\n if (Array.isArray(object[prop]) && Array.isArray(prototype[prop])\n && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n\n return object;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */\n getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return { scaleX: Math.abs(options.scaleX), scaleY: Math.abs(options.scaleY) };\n },\n\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */\n getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return { scaleX: scaleX, scaleY: scaleY };\n },\n\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */\n getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */\n _set: function(key, value) {\n var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),\n isChanged = this[key] !== value, groupNeedsUpdate = false;\n\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === 'scaleX' && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n }\n else if (key === 'scaleY' && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n }\n else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n }\n else if (key === 'dirty' && this.group) {\n this.group.set('dirty', value);\n }\n\n this[key] = value;\n\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set('dirty', true);\n }\n else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set('dirty', true);\n }\n }\n return this;\n },\n\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */\n setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */\n getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */\n isNotVisible: function() {\n return this.opacity === 0 ||\n (!this.width && !this.height && this.strokeWidth === 0) ||\n !this.visible;\n },\n\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n }\n else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({ propertySet: 'cacheProperties' });\n }\n }\n ctx.restore();\n },\n\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas || !this._cacheContext) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */\n _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this._cacheContext = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasStroke: function() {\n return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0;\n },\n\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasFill: function() {\n return this.fill && this.fill !== 'transparent';\n },\n\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */\n needsItsOwnCache: function() {\n if (this.paintFirst === 'stroke' &&\n this.hasFill() && this.hasStroke() && typeof this.shadow === 'object') {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */\n shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || (\n this.objectCaching &&\n (!this.group || !this.group.isOnACache())\n );\n return this.ownCaching;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */\n willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Object} clipPath\n */\n drawClipPathOnCache: function(ctx, clipPath) {\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (clipPath.inverted) {\n ctx.globalCompositeOperation = 'destination-out';\n }\n else {\n ctx.globalCompositeOperation = 'destination-in';\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (clipPath.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n clipPath.transform(ctx);\n ctx.scale(1 / clipPath.zoomX, 1 / clipPath.zoomY);\n ctx.drawImage(clipPath._cacheCanvas, -clipPath.cacheTranslationX, -clipPath.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = 'black';\n this.stroke = '';\n this._setClippingProperties(ctx);\n }\n else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx, this.clipPath);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n\n /**\n * Prepare clipPath state and cache and draw it on instance's cache\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */\n _drawClipPath: function (ctx, clipPath) {\n if (!clipPath) { return; }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n clipPath.canvas = this.canvas;\n clipPath.shouldCache();\n clipPath._transformDone = true;\n clipPath.renderCache({ forClipping: true });\n this.drawClipPathOnCache(ctx, clipPath);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */\n isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && this._cacheContext && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n }\n else {\n if (this.dirty ||\n (this.clipPath && this.clipPath.absolutePositioned) ||\n (this.statefullCache && this.hasStateChanged('cacheProperties'))\n ) {\n if (this._cacheCanvas && this._cacheContext && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n\n ctx.fillRect(\n -dim.x / 2,\n -dim.y / 2,\n dim.x,\n dim.y\n );\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n }\n else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n }\n else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n }\n else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n }\n else {\n ctx.fillStyle = fill;\n }\n }\n },\n\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = 'transparent';\n ctx.fillStyle = '#000000';\n },\n\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */\n _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n\n /**\n * Renders controls and borders for the object\n * the context here is not transformed\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */\n _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(),\n matrix = this.calcTransformMatrix(),\n options, drawBorders, drawControls;\n styleOverride = styleOverride || { };\n drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n if (this.flipX) {\n options.angle -= 180;\n }\n ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n }\n else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n var shadow = this.shadow, canvas = this.canvas, scaling,\n multX = (canvas && canvas.viewportTransform[0]) || 1,\n multY = (canvas && canvas.viewportTransform[3]) || 1;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant *\n (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */\n _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return { offsetX: 0, offsetY: 0 };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0,\n offsetY = -this.height / 2 + filler.offsetY || 0;\n\n if (filler.gradientUnits === 'percentage') {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n }\n else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return { offsetX: offsetX, offsetY: offsetY };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n }\n else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(/* ctx */) {\n\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === 'evenodd') {\n ctx.fill('evenodd');\n }\n else {\n ctx.fill();\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n }\n else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */\n _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(),\n width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(\n dims.zoomX / this.scaleX / retinaScaling,\n dims.zoomY / this.scaleY / retinaScaling\n );\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(\n retinaScaling * this.scaleX / dims.zoomX,\n retinaScaling * this.scaleY / dims.zoomY\n );\n ctx.strokeStyle = pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return { x: this.left + this.width / 2, y: this.top + this.height / 2 };\n },\n\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */\n _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set('scaleX', options.scaleX);\n this.set('scaleY', options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */\n _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */\n clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n }\n else {\n fabric.Object._fromObject('Object', objectForm, callback);\n }\n },\n\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */\n cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */\n toCanvasElement: function(options) {\n options || (options = { });\n\n var utils = fabric.util, origParams = utils.saveObjectTransform(this),\n originalGroup = this.group,\n originalShadow = this.shadow, abs = Math.abs,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n\n var el = fabric.util.createCanvasElement(),\n // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true),\n shadow = this.shadow, scaling,\n shadowOffset = { x: 0, y: 0 }, shadowBlur,\n width, height;\n\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false,\n });\n if (options.format === 'jpeg') {\n canvas.backgroundColor = '#fff';\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');\n\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set('canvas', originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n\n return canvasEl;\n },\n\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */\n toDataURL: function(options) {\n options || (options = { });\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);\n },\n\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */\n isType: function(type) {\n return arguments.length > 1 ? Array.from(arguments).includes(this.type) : this.type === type;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */\n complexity: function() {\n return 1;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */\n toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;\n\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n\n this.set('angle', angle);\n\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n\n return this;\n },\n\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerH: function () {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterH: function () {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerV: function () {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterV: function () {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n center: function () {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenter: function () {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */\n getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y),\n objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(\n pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */\n _setupCompositeOperation: function (ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n },\n\n /**\n * cancel instance's running animations\n * override if necessary to dispose artifacts such as `clipPath`\n */\n dispose: function () {\n if (fabric.runningAnimations) {\n fabric.runningAnimations.cancelByTarget(this);\n }\n }\n });\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n\n extend(fabric.Object.prototype, fabric.Observable);\n\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */\n fabric.Object.NUM_FRACTION_DIGITS = 2;\n\n /**\n * Defines which properties should be enlivened from the object passed to {@link fabric.Object._fromObject}\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type string[]\n */\n fabric.Object.ENLIVEN_PROPS = ['clipPath'];\n\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {\n if (typeof patterns[0] !== 'undefined') {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== 'undefined') {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjectEnlivables(object, object, function () {\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */\n fabric.Object.__uid = 0;\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians,\n originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n },\n originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x,\n y = point.y,\n offsetX, offsetY, dim;\n\n if (typeof fromOriginX === 'string') {\n fromOriginX = originXOffset[fromOriginX];\n }\n else {\n fromOriginX -= 0.5;\n }\n\n if (typeof toOriginX === 'string') {\n toOriginX = originXOffset[toOriginX];\n }\n else {\n toOriginX -= 0.5;\n }\n\n offsetX = toOriginX - fromOriginX;\n\n if (typeof fromOriginY === 'string') {\n fromOriginY = originYOffset[fromOriginY];\n }\n else {\n fromOriginY -= 0.5;\n }\n\n if (typeof toOriginY === 'string') {\n toOriginY = originYOffset[toOriginY];\n }\n else {\n toOriginY -= 0.5;\n }\n\n offsetY = toOriginY - fromOriginY;\n\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n\n return new fabric.Point(x, y);\n },\n\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */\n getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */\n // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(),\n p, p2;\n\n if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {\n p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n }\n else {\n p = new fabric.Point(this.left, this.top);\n }\n\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */\n // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */\n setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY),\n position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set('left', position.x);\n this.set('top', position.y);\n },\n\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */\n adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle),\n hypotFull = this.getScaledWidth(),\n xFull = fabric.util.cos(angle) * hypotFull,\n yFull = fabric.util.sin(angle) * hypotFull,\n offsetFrom, offsetTo;\n\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === 'string') {\n offsetFrom = originXOffset[this.originX];\n }\n else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === 'string') {\n offsetTo = originXOffset[to];\n }\n else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */\n _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n\n var center = this.getCenterPoint();\n\n this.originX = 'center';\n this.originY = 'center';\n\n this.left = center.x;\n this.top = center.y;\n },\n\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */\n _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(\n this.getCenterPoint(),\n this._originalOriginX,\n this._originalOriginY);\n\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n\n this.left = originPoint.x;\n this.top = originPoint.y;\n\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n\n /**\n * @private\n */\n _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');\n },\n });\n\n})();\n(function() {\n\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n\n var util = fabric.util,\n degreesToRadians = util.degreesToRadians,\n multiplyMatrices = util.multiplyTransformMatrices,\n transformPoint = util.transformPoint;\n\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */\n oCoords: null,\n\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */\n aCoords: null,\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords.\n * @memberOf fabric.Object.prototype\n */\n lineCoords: null,\n\n /**\n * storage for object transform matrix\n */\n ownMatrixCache: null,\n\n /**\n * storage for object full transform matrix\n */\n matrixCache: null,\n\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */\n controls: { },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */\n _getCoords: function(absolute, calculate) {\n if (calculate) {\n return (absolute ? this.calcACoords() : this.calcLineCoords());\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return (absolute ? this.aCoords : this.lineCoords);\n },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */\n getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */\n intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate),\n intersection = fabric.Intersection.intersectPolygonRectangle(\n coords,\n pointTL,\n pointBR\n );\n return intersection.status === 'Intersection';\n },\n\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */\n intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(\n this.getCoords(absolute, calculate),\n other.getCoords(absolute, calculate)\n );\n\n return intersection.status === 'Intersection'\n || other.isContainedWithinObject(this, absolute, calculate)\n || this.isContainedWithinObject(other, absolute, calculate);\n },\n\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */\n isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate),\n otherCoords = absolute ? other.aCoords : other.lineCoords,\n i = 0, lines = other._getImageLines(otherCoords);\n for (; i < 4; i++) {\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */\n isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n\n return (\n boundingRect.left >= pointTL.x &&\n boundingRect.left + boundingRect.width <= pointBR.x &&\n boundingRect.top >= pointTL.y &&\n boundingRect.top + boundingRect.height <= pointBR.y\n );\n },\n\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */\n containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate),\n lines = lines || this._getImageLines(coords),\n xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return (xPoints !== 0 && xPoints % 2 === 1);\n },\n\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */\n isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x &&\n point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */\n _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */\n isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) &&\n (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */\n _getImageLines: function(oCoords) {\n\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n\n return lines;\n },\n\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */\n // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, // yi,\n xcount = 0,\n iLine;\n\n for (var lineKey in lines) {\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {\n continue;\n }\n // optimisation 3: vertical line case\n if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {\n xi = iLine.o.x;\n // yi = point.y;\n }\n // calculate the intersection point\n else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */\n getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */\n getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */\n getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */\n _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n }\n else {\n return this.minScaleLimit;\n }\n }\n else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scale: function(value) {\n this._set('scaleX', value);\n this._set('scaleY', value);\n return this.setCoords();\n },\n\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(),\n padding = this.padding, angle = degreesToRadians(this.angle),\n cos = util.cos(angle), sin = util.sin(angle),\n cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP,\n cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt),\n };\n\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n\n return lineCoords;\n },\n\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n vpt = this.getViewportTransform(),\n startMatrix = multiplyMatrices(vpt, translateMatrix),\n finalMatrix = multiplyMatrices(startMatrix, rotateMatrix),\n finalMatrix = multiplyMatrices(finalMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),\n dim = this._calculateCurrentDimensions(),\n coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix),\n dim = this._getTransformedDimensions(),\n w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({ x: -w, y: -h }, finalMatrix),\n tr: transformPoint({ x: w, y: -h }, finalMatrix),\n bl: transformPoint({ x: -w, y: h }, finalMatrix),\n br: transformPoint({ x: w, y: h }, finalMatrix)\n };\n },\n\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}\n *\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */\n _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */\n _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [1, 0, 0, 1, center.x, center.y];\n },\n\n transformMatrixKey: function(skipGroup) {\n var sep = '_', prefix = '';\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n };\n return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY +\n sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY +\n sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */\n calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */\n calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(),\n options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY,\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth,\n w = this.width + strokeWidth,\n h = this.height + strokeWidth;\n return { x: w, y: h };\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === 'undefined') {\n skewX = this.skewX;\n }\n if (typeof skewY === 'undefined') {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY,\n noSkew = skewX === 0 && skewY === 0;\n\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n }\n else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY,\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */\n _finalizeDimensions: function(width, height) {\n return this.strokeUniform ?\n { x: width + this.strokeWidth, y: height + this.strokeWidth }\n :\n { x: width, y: height };\n },\n\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */\n _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(),\n dim = this._getTransformedDimensions(),\n p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n },\n });\n})();\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n moveTo: function(index) {\n if (this.group && this.group.type !== 'activeSelection') {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n }\n else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n\n(function() {\n\n var extend = fabric.util.object.extend,\n originalSet = 'stateProperties';\n\n /*\n Depends on `stateProperties`\n */\n function saveProps(origin, destination, props) {\n var tmpObj = { }, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n\n extend(origin[destination], tmpObj, deep);\n }\n\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n }\n else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for (var i = 0, len = origValue.length; i < len; i++) {\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n }\n else if (origValue && typeof origValue === 'object') {\n var keys = Object.keys(origValue), key;\n if (!currentValue ||\n typeof currentValue !== 'object' ||\n (!firstPass && keys.length !== Object.keys(currentValue).length)\n ) {\n return false;\n }\n for (var i = 0, len = keys.length; i < len; i++) {\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === 'canvas' || key === 'group') {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */\n hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = '_' + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet,\n destination = '_' + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n setupState: function(options) {\n options = options || { };\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this['_' + propertySet] = { };\n this.saveState(options);\n return this;\n }\n });\n})();\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */\n _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {\n return false;\n }\n\n var ex = pointer.x,\n ey = pointer.y,\n xPoints,\n lines, keys = Object.keys(this.oCoords),\n j = keys.length - 1, i;\n this.__corner = 0;\n\n // cycle in reverse order so we pick first the one on top\n for (; j >= 0; j--) {\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n\n xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */\n forEachControl: function(fn) {\n for (var i in this.controls) {\n fn(this.controls[i], i, this);\n };\n },\n\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */\n _setCornerCoords: function() {\n var coords = this.oCoords;\n\n for (var control in coords) {\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(\n this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(\n this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor ||\n (this.canvas && !this.canvas.interactive) ||\n (this.canvas && this.canvas._activeObject !== this)\n ) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),\n vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(),\n strokeWidth = this.borderScaleFactor,\n width = wh.x + strokeWidth,\n height = wh.y + strokeWidth,\n hasControls = typeof styleOverride.hasControls !== 'undefined' ?\n styleOverride.hasControls : this.hasControls,\n shouldStroke = false;\n\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(\n control.x * width + control.offsetX,\n control.y * height + control.offsetY\n );\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options),\n strokeWidth = this.strokeWidth,\n strokeUniform = this.strokeUniform,\n borderScaleFactor = this.borderScaleFactor,\n width =\n bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor,\n height =\n bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n ctx.restore();\n return this;\n },\n\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n\n return this;\n },\n\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */\n isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlsVisibility: function(options) {\n options || (options = { });\n\n for (var p in options) {\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */\n FX_DURATION: 500,\n\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxCenterObjectH: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.left,\n endValue: this.getCenterPoint().x,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('left', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxCenterObjectV: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.top,\n endValue: this.getCenterPoint().y,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('top', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxRemove: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('opacity', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function () {\n _this.remove(object);\n onComplete();\n }\n });\n }\n});\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @return {fabric.AnimationContext | fabric.AnimationContext[]} animation context (or an array if passed multiple properties)\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */\n animate: function () {\n if (arguments[0] && typeof arguments[0] === 'object') {\n var propsToAnimate = [], prop, skipCallbacks, out = [];\n for (prop in arguments[0]) {\n propsToAnimate.push(prop);\n }\n for (var i = 0, len = propsToAnimate.length; i < len; i++) {\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n out.push(this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks));\n }\n return out;\n }\n else {\n return this._animate.apply(this, arguments);\n }\n },\n\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */\n _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n\n to = to.toString();\n\n if (!options) {\n options = { };\n }\n else {\n options = fabric.util.object.clone(options);\n }\n\n if (~property.indexOf('.')) {\n propPair = property.split('.');\n }\n\n var propIsColor =\n _this.colorProperties.indexOf(property) > -1 ||\n (propPair && _this.colorProperties.indexOf(propPair[1]) > -1);\n\n var currentValue = propPair\n ? this.get(propPair[0])[propPair[1]]\n : this.get(property);\n\n if (!('from' in options)) {\n options.from = currentValue;\n }\n\n if (!propIsColor) {\n if (~to.indexOf('=')) {\n to = currentValue + parseFloat(to.replace('=', ''));\n }\n else {\n to = parseFloat(to);\n }\n }\n\n var _options = {\n target: this,\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function (value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n }\n else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function (value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n }\n else {\n return fabric.util.animate(_options);\n }\n }\n});\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend;\n\n if (fabric.Rect) {\n fabric.warn('fabric.Rect is already defined');\n return;\n }\n\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */\n fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'rect',\n\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical border radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this._initRxRy();\n },\n\n /**\n * Initializes rx/ry attributes\n * @private\n */\n _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n }\n else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,\n ry = this.ry ? Math.min(this.ry, this.height / 2) : 0,\n w = this.width,\n h = this.height,\n x = -this.width / 2,\n y = -this.height / 2,\n isRounded = rx !== 0 || ry !== 0,\n /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */\n k = 1 - 0.5522847498;\n ctx.beginPath();\n\n ctx.moveTo(x + rx, y);\n\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n \n });\n\n \n\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */\n fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Rect', object, callback);\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n toFixed = fabric.util.toFixed,\n projectStrokeOnPoints = fabric.util.projectStrokeOnPoints;\n\n if (fabric.Polyline) {\n fabric.warn('fabric.Polyline is already defined');\n return;\n }\n\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */\n fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polyline',\n\n /**\n * Points array\n * @type Array\n * @default\n */\n points: null,\n\n /**\n * WARNING: Feature in progress\n * Calculate the exact bounding box taking in account strokeWidth on acute angles\n * this will be turned to true by default on fabric 6.0\n * maybe will be left in as an optimization since calculations may be slow\n * @deprecated\n * @type Boolean\n * @default false\n */\n exactBoundingBox: false,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),\n\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */\n initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper('initialize', options);\n this._setPositionDimensions(options);\n },\n\n /**\n * @private\n */\n _projectStrokeOnPoints: function () {\n return projectStrokeOnPoints(this.points, this, true);\n },\n\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop,\n correctSize = this.exactBoundingBox ? this.strokeWidth : 0;\n this.width = calcDim.width - correctSize;\n this.height = calcDim.height - correctSize;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin(\n {\n // this looks bad, but is one way to keep it optional for now.\n x: calcDim.left - this.strokeWidth / 2 + correctSize / 2,\n y: calcDim.top - this.strokeWidth / 2 + correctSize / 2\n },\n 'left',\n 'top',\n this.originX,\n this.originY\n );\n }\n if (typeof options.left === 'undefined') {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === 'undefined') {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2 + correctSize / 2,\n y: calcDim.top + this.height / 2 + correctSize / 2\n };\n },\n\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */\n _calcDimensions: function() {\n\n var points = this.exactBoundingBox ? this._projectStrokeOnPoints() : this.points,\n minX = min(points, 'x') || 0,\n minY = min(points, 'y') || 0,\n maxX = max(points, 'x') || 0,\n maxY = max(points, 'y') || 0,\n width = (maxX - minX),\n height = (maxY - minY);\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height,\n };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n points: this.points.concat()\n });\n },\n\n \n\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n commonRender: function(ctx) {\n var point, len = this.points.length,\n x = this.pathOffset.x,\n y = this.pathOffset.y;\n\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for (var i = 0; i < len; i++) {\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.get('points').length;\n }\n });\n\n \n\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Polyline', object, callback, 'points');\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Path) {\n fabric.warn('fabric.Path is already defined');\n return;\n }\n\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */\n fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'path',\n\n /**\n * Array of path points\n * @type Array\n * @default\n */\n path: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),\n\n stateProperties: fabric.Object.prototype.stateProperties.concat('path'),\n\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */\n initialize: function (path, options) {\n options = clone(options || {});\n delete options.path;\n this.callSuper('initialize', options);\n this._setPath(path || [], options);\n },\n\n /**\n * @private\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n */\n _setPath: function (path, options) {\n this.path = fabric.util.makePathSimpler(\n Array.isArray(path) ? path : fabric.util.parsePath(path)\n );\n\n fabric.Polyline.prototype._setPositionDimensions.call(this, options || {});\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _renderPathCommands: function(ctx) {\n var current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n controlX = 0, // current control point x\n controlY = 0, // current control point y\n l = -this.pathOffset.x,\n t = -this.pathOffset.y;\n\n ctx.beginPath();\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(\n current[1] + l,\n current[2] + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n ctx.quadraticCurveTo(\n current[1] + l,\n current[2] + t,\n current[3] + l,\n current[4] + t\n );\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n path: this.path.map(function(item) { return item.slice(); }),\n });\n },\n\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject(['sourcePath'].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n\n \n\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.path.length;\n },\n\n /**\n * @private\n */\n _calcDimensions: function() {\n\n var aX = [],\n aY = [],\n current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n bounds;\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n\n case 'C': // bezierCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n x = current[5];\n y = current[6];\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[1],\n current[2],\n current[3],\n current[4]\n );\n x = current[3];\n y = current[4];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function (point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n\n var minX = min(aX) || 0,\n minY = min(aY) || 0,\n maxX = max(aX) || 0,\n maxY = max(aY) || 0,\n deltaX = maxX - minX,\n deltaY = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === 'string') {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function (elements) {\n var path = elements[0];\n path.setOptions(object);\n callback && callback(path);\n });\n }\n else {\n fabric.Object._fromObject('Path', object, callback, 'path');\n }\n };\n\n \n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max;\n\n if (fabric.Group) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */\n fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'group',\n\n /**\n * Width of stroke\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */\n subTargetCheck: false,\n\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */\n cacheProperties: [],\n\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */\n useSetOnGroup: false,\n\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */\n initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper('initialize', options);\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper('initialize', options);\n }\n else {\n this._updateObjectsACoords();\n }\n\n this.setCoords();\n },\n\n /**\n * @private\n */\n _updateObjectsACoords: function() {\n var skipControls = true;\n for (var i = this._objects.length; i--; ){\n this._objects[i].setCoords(skipControls);\n }\n },\n\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */\n _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for (var i = this._objects.length; i--; ){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */\n _updateObjectCoords: function(object, center) {\n var objectLeft = object.left,\n objectTop = object.top,\n skipControls = true;\n\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n\n /**\n * Returns string represenation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set('canvas', this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n }\n else {\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n\n /**\n * @private\n */\n _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set('canvas', this.canvas);\n },\n\n /**\n * @private\n */\n _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n\n /**\n * @private\n */\n _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while (i--) {\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === 'canvas') {\n while (i--) {\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects\n .filter(function (obj) {\n return !obj.excludeFromExport;\n })\n .map(function (obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n }\n else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */\n render: function(ctx) {\n this._transformDone = true;\n this.callSuper('render', ctx);\n this._transformDone = false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */\n willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return this.ownCaching || (this.group && this.group.isOnACache());\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx, this.clipPath);\n },\n\n /**\n * Check if cache is dirty\n */\n isCacheDirty: function(skipCanvas) {\n if (this.callSuper('isCacheDirty', skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */\n _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set('dirty', true);\n });\n return this._restoreObjectsState();\n },\n\n dispose: function () {\n this.callSuper('dispose');\n this.forEachObject(function (object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n },\n\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */\n toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = 'activeSelection';\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */\n setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n\n /**\n * @private\n */\n _calcBounds: function(onlyWidthHeight) {\n var aX = [],\n aY = [],\n o, prop, coords,\n props = ['tr', 'br', 'bl', 'tl'],\n i = 0, iLen = this._objects.length,\n j, jLen = props.length;\n\n for ( ; i < iLen; ++i) {\n o = this._objects[i];\n coords = o.calcACoords();\n for (j = 0; j < jLen; j++) {\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n\n /**\n * @private\n */\n _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)),\n maxXY = new fabric.Point(max(aX), max(aY)),\n top = minXY.y || 0, left = minXY.x || 0,\n width = (maxXY.x - minXY.x) || 0,\n height = (maxXY.y - minXY.y) || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');\n }\n },\n\n \n });\n\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */\n fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects,\n options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === 'string') {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function (elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n group.set(options);\n callback && callback(group);\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function (enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function () {\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.ActiveSelection) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */\n fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'activeSelection',\n\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */\n toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */\n onDeselect: function() {\n this.destroy();\n return false;\n },\n\n /**\n * Returns string representation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return false;\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */\n _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper('_renderControls', ctx, styleOverride);\n childrenOverride = childrenOverride || { };\n if (typeof childrenOverride.hasControls === 'undefined') {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n },\n });\n\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */\n fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var extend = fabric.util.object.extend;\n\n if (!global.fabric) {\n global.fabric = { };\n }\n\n if (global.fabric.Image) {\n fabric.warn('fabric.Image is already defined.');\n return;\n }\n\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */\n fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'image',\n\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */\n srcFromAttribute: false,\n\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleX: 1,\n\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleY: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingX: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingY: 1,\n\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */\n minimumScaleTrigger: 0.5,\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('cropX', 'cropY'),\n\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */\n cacheKey: '',\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropX: 0,\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropY: 0,\n\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */\n imageSmoothing: true,\n\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */\n initialize: function(element, options) {\n options || (options = { });\n this.filters = [];\n this.cacheKey = 'texture' + fabric.Object.__uid++;\n this.callSuper('initialize', options);\n this._initElement(element, options);\n },\n\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */\n getElement: function() {\n return this._element || {};\n },\n\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n\n /**\n * Delete a single texture if in webgl mode\n */\n removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */\n dispose: function () {\n this.callSuper('dispose');\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._cacheContext = undefined;\n ['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */\n getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */\n getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var filters = [];\n\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(\n this.callSuper(\n 'toObject',\n ['cropX', 'cropY'].concat(propertiesToInclude)\n ), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters,\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */\n hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n\n \n\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */\n getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n\n if (this.srcFromAttribute) {\n return element.getAttribute('src');\n }\n else {\n return element.src;\n }\n }\n else {\n return this.src || '';\n }\n },\n\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n applyResizeFilters: function() {\n var filter = this.resizeFilter,\n minimumScale = this.minimumScaleTrigger,\n objectScale = this.getTotalObjectScaling(),\n scaleX = objectScale.scaleX,\n scaleY = objectScale.scaleY,\n elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set('dirty', true);\n }\n if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(),\n cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,\n sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters(\n [filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */\n applyFilters: function(filters) {\n\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) { return filter && !filter.isNeutralState(); });\n this.set('dirty', true);\n\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + '_filtered');\n\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n\n var imgElement = this._originalElement,\n sourceWidth = imgElement.naturalWidth || imgElement.width,\n sourceHeight = imgElement.naturalHeight || imgElement.height;\n\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n }\n else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(\n filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width ||\n this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */\n shouldCache: function() {\n return this.needsItsOwnCache();\n },\n\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY,\n w = this.width, h = this.height, min = Math.min, max = Math.max,\n // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0),\n elWidth = elementToDraw.naturalWidth || elementToDraw.width,\n elHeight = elementToDraw.naturalHeight || elementToDraw.height,\n sX = cropX * scaleX,\n sY = cropY * scaleY,\n // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX),\n sH = min(h * scaleY, elHeight - sY),\n x = -w / 2, y = -h / 2,\n maxDestW = min(w, elWidth / scaleX - cropX),\n maxDestH = min(h, elHeight / scaleY - cropY);\n\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n\n /**\n * needed to check if image needs resize\n * @private\n */\n _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);\n },\n\n /**\n * @private\n */\n _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */\n _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initConfig: function(options) {\n options || (options = { });\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */\n _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, 'fabric.Image.filters');\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */\n parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || ''),\n rWidth = this._element.width, rHeight = this._element.height,\n scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0,\n offset, pWidth = this.width, pHeight = this.height, parsedAttributes = { width: pWidth, height: pHeight };\n if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {\n if (pAR.meetOrSlice === 'meet') {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === 'Min') {\n offsetLeft = -offset;\n }\n if (pAR.alignX === 'Max') {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === 'Min') {\n offsetTop = -offset;\n }\n if (pAR.alignY === 'Max') {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === 'slice') {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === 'Mid') {\n cropX = offset / 2;\n }\n if (pAR.alignX === 'Max') {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === 'Mid') {\n cropY = offset / 2;\n }\n if (pAR.alignY === 'Max') {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n }\n else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */\n fabric.Image.CSS_CANVAS = 'canvas-img';\n\n /**\n * Alias for getSrc\n * @static\n */\n fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */\n fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjectEnlivables(object, object, function () {\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */\n fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n\n \n\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n\n 'use strict';\n\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */\n function testPrecision(gl, precision){\n var fragmentSource = 'precision ' + precision + ' float;\\nvoid main(){}';\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */\n fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = ['highp', 'mediump', 'lowp'];\n for (var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])){\n fabric.webGlPrecision = precisions[i];\n break;\n };\n }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n\n fabric.WebglFilterBackend = WebglFilterBackend;\n\n /**\n * WebGL filter backend.\n */\n function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n };\n\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n\n tileSize: 2048,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */\n setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */\n chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== 'undefined', canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n }\n catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';\n\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n }\n else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */\n createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n },\n gl = canvas.getContext('webgl', glOptions);\n if (!gl) {\n gl = canvas.getContext('experimental-webgl', glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */\n applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture ||\n this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n\n /**\n * Detach event listeners, remove references, and clean up caches.\n */\n dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n\n /**\n * Wipe out WebGL-related caches.\n */\n clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @returns {WebGLTexture}\n */\n createTexture: function(gl, width, height, textureImageSource) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n }\n else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */\n getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n }\n else {\n var texture = this.createTexture(\n this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */\n evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n\n copyGLTo2D: copyGLTo2DDrawImage,\n\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */\n captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = { renderer: '', vendor: '' };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension('WEBGL_debug_renderer_info');\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n },\n };\n})();\n\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas,\n width = targetCanvas.width, height = targetCanvas.height,\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight;\n\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,\n ctx = targetCanvas.getContext('2d');\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,\n targetCanvas.width, targetCanvas.height);\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight,\n numBytes = dWidth * dHeight * 4;\n\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n(function() {\n\n 'use strict';\n\n var noop = function() {};\n\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n\n /**\n * Canvas 2D filter backend.\n */\n function Canvas2dFilterBackend() {};\n\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */\n applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext('2d');\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this,\n };\n filters.forEach(function(filter) { filter.applyTo(pipelineState); });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n },\n\n };\n})();\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */\nfabric.Image = fabric.Image || { };\nfabric.Image.filters = fabric.Image.filters || { };\n\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */\nfabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'BaseFilter',\n\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n fragmentSource: 'precision highp float;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n '}',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */\n createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== 'highp'){\n fragmentSource = fragmentSource.replace(\n /precision highp float/g,\n 'precision ' + fabric.webGlPrecision + ' float'\n );\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Vertex shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(vertexShader)\n );\n }\n\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Fragment shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(fragmentShader)\n );\n }\n\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' +\n gl.getProgramInfoLog(program)\n );\n }\n\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || { };\n uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');\n uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */\n getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, 'aPosition'),\n };\n },\n\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */\n getUniformLocations: function (/* gl, program */) {\n // in case i do not need any special uniform i need to return an empty object\n return { };\n },\n\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */\n sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,\n options.targetTexture, 0);\n }\n else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/\n isNeutralState: function(/* options */) {\n var main = this.mainParameter,\n _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for (var i = _class[main].length; i--;) {\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n }\n else {\n return _class[main] === this[main];\n }\n }\n else {\n return false;\n }\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n }\n else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */\n sendUniformData: function(/* gl, uniformLocations */) {\n // Intentionally left blank. Override me in subclasses.\n },\n\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */\n createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement('canvas');\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n var object = { type: this.type }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */\n toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\n\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'ColorMatrix',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform mat4 uColorMatrix;\\n' +\n 'uniform vec4 uConstants;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color *= uColorMatrix;\\n' +\n 'color += uConstants;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ],\n\n mainParameter: 'matrix',\n\n /**\n * Lock the colormatrix on the color part, skipping alpha, mainly for non webgl scenario\n * to save some calculation\n * @type Boolean\n * @default true\n */\n colorsOnly: true,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = data.length,\n m = this.matrix,\n r, g, b, a, i, colorsOnly = this.colorsOnly;\n\n for (i = 0; i < iLen; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n }\n else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),\n uConstants: gl.getUniformLocation(program, 'uConstants'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix,\n matrix = [\n m[0], m[1], m[2], m[3],\n m[5], m[6], m[7], m[8],\n m[10], m[11], m[12], m[13],\n m[15], m[16], m[17], m[18]\n ],\n constants = [m[4], m[9], m[14], m[19]];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */\n fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Brightness',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBrightness;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += uBrightness;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */\n brightness: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'brightness',\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n brightness = Math.round(this.brightness * 255);\n for (i = 0; i < len; i += 4) {\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, 'uBrightness'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */\n fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Convolute',\n\n /*\n * Opaque value (true/false)\n */\n opaque: false,\n\n /*\n * matrix for the filter, max 9x9\n */\n matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: {\n Convolute_3_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_3_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_5_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_5_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_7_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_7_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_9_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_9_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n },\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */\n\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n weights = this.matrix,\n side = Math.round(Math.sqrt(weights.length)),\n halfSide = Math.floor(side / 2),\n sw = imageData.width,\n sh = imageData.height,\n output = options.ctx.createImageData(sw, sh),\n dst = output.data,\n // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0,\n r, g, b, a, dstOff,\n scx, scy, srcOff, wt,\n x, y, cx, cy;\n\n for (y = 0; y < sh; y++) {\n for (x = 0; x < sw; x++) {\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0; g = 0; b = 0; a = 0;\n\n for (cy = 0; cy < side; cy++) {\n for (cx = 0; cx < side; cx++) {\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n }\n else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, 'uMatrix'),\n uOpaque: gl.getUniformLocation(program, 'uOpaque'),\n uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),\n uSize: gl.getUniformLocation(program, 'uSize'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */\n fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Grayscale',\n\n fragmentSource: {\n average: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (color.r + color.b + color.g) / 3.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, color.a);\\n' +\n '}',\n lightness: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n luminosity: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n },\n\n\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */\n mode: 'average',\n\n mainParameter: 'mode',\n\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length, value,\n mode = this.mode;\n for (i = 0; i < len; i += 4) {\n if (mode === 'average') {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n }\n else if (mode === 'lightness') {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) +\n Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n }\n else if (mode === 'luminosity') {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, 'uMode'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/\n isNeutralState: function() {\n return false;\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */\n fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Invert',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uInvert;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'if (uInvert == 1) {\\n' +\n 'gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n' +\n '} else {\\n' +\n 'gl_FragColor = color;\\n' +\n '}\\n' +\n '}',\n\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */\n invert: true,\n\n mainParameter: 'invert',\n\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length;\n for (i = 0; i < len; i += 4) {\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function() {\n return !this.invert;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, 'uInvert'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */\n fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Noise',\n\n /**\n * Fragment source for the noise program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uStepH;\\n' +\n 'uniform float uNoise;\\n' +\n 'uniform float uSeed;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'float rand(vec2 co, float seed, float vScale) {\\n' +\n 'return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'noise',\n\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */\n noise: 0,\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n noise = this.noise, rand;\n\n for (i = 0, len = data.length; i < len; i += 4) {\n\n rand = (0.5 - Math.random()) * noise;\n\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, 'uNoise'),\n uSeed: gl.getUniformLocation(program, 'uSeed'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n noise: this.noise\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */\n fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Pixelate',\n\n blocksize: 4,\n\n mainParameter: 'blocksize',\n\n /**\n * Fragment source for the Pixelate program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBlocksize;\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'float blockW = uBlocksize * uStepW;\\n' +\n 'float blockH = uBlocksize * uStepW;\\n' +\n 'int posX = int(vTexCoord.x / blockW);\\n' +\n 'int posY = int(vTexCoord.y / blockH);\\n' +\n 'float fposX = float(posX);\\n' +\n 'float fposY = float(posY);\\n' +\n 'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n' +\n 'vec4 color = texture2D(uTexture, squareCoords);\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = imageData.height,\n jLen = imageData.width,\n index, i, j, r, g, b, a,\n _i, _j, _iLen, _jLen;\n\n for (i = 0; i < iLen; i += this.blocksize) {\n for (j = 0; j < jLen; j += this.blocksize) {\n\n index = (i * 4) * jLen + (j * 4);\n\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for (_i = i; _i < _iLen; _i++) {\n for (_j = j; _j < _jLen; _j++) {\n index = (_i * 4) * jLen + (_j * 4);\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/\n isNeutralState: function() {\n return this.blocksize === 1;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),\n uStepW: gl.getUniformLocation(program, 'uStepW'),\n uStepH: gl.getUniformLocation(program, 'uStepH'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */\n fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'RemoveColor',\n\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */\n color: '#FFFFFF',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uLow;\\n' +\n 'uniform vec4 uHigh;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n 'if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n' +\n 'gl_FragColor.a = 0.0;\\n' +\n '}\\n' +\n '}',\n\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/\n distance: 0.02,\n\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/\n useAlpha: false,\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */\n\n /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n distance = this.distance * 255,\n r, g, b,\n source = new fabric.Color(this.color).getSource(),\n lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance,\n ],\n highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance,\n ];\n\n\n for (i = 0; i < data.length; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n if (r > lowC[0] &&\n g > lowC[1] &&\n b > lowC[2] &&\n r < highC[0] &&\n g < highC[1] &&\n b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, 'uLow'),\n uHigh: gl.getUniformLocation(program, 'uHigh'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(),\n distance = parseFloat(this.distance),\n lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ],\n highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */\n fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n var matrices = {\n Brownie: [\n 0.59970,0.34553,-0.27082,0,0.186,\n -0.03770,0.86095,0.15059,0,-0.1449,\n 0.24113,-0.07441,0.44972,0,-0.02965,\n 0,0,0,1,0\n ],\n Vintage: [\n 0.62793,0.32021,-0.03965,0,0.03784,\n 0.02578,0.64411,0.03259,0,0.02926,\n 0.04660,-0.08512,0.52416,0,0.02023,\n 0,0,0,1,0\n ],\n Kodachrome: [\n 1.12855,-0.39673,-0.03992,0,0.24991,\n -0.16404,1.08352,-0.05498,0,0.09698,\n -0.16786,-0.56034,1.60148,0,0.13972,\n 0,0,0,1,0\n ],\n Technicolor: [\n 1.91252,-0.85453,-0.09155,0,0.04624,\n -0.30878,1.76589,-0.10601,0,-0.27589,\n -0.23110,-0.75018,1.84759,0,0.12137,\n 0,0,0,1,0\n ],\n Polaroid: [\n 1.438,-0.062,-0.062,0,0,\n -0.122,1.378,-0.122,0,0,\n -0.016,-0.016,1.483,0,0,\n 0,0,0,1,0\n ],\n Sepia: [\n 0.393, 0.769, 0.189, 0, 0,\n 0.349, 0.686, 0.168, 0, 0,\n 0.272, 0.534, 0.131, 0, 0,\n 0, 0, 0, 1, 0\n ],\n BlackWhite: [\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 0, 0, 0, 1, 0,\n ]\n };\n\n for (var key in matrices) {\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: key,\n\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: matrices[key],\n\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */\n mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */\n colorsOnly: true,\n\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: 'BlendColor',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n * @type String\n * @default\n **/\n color: '#F95C63',\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n * @type String\n * @default\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend color operation.\n * @type Number\n * @default\n **/\n alpha: 1,\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'gl_FragColor.rgb *= uColor.rgb;\\n',\n screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n',\n add: 'gl_FragColor.rgb += uColor.rgb;\\n',\n diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n',\n subtract: 'gl_FragColor.rgb -= uColor.rgb;\\n',\n lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n',\n darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n',\n exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n',\n overlay: 'if (uColor.r < 0.5) {\\n' +\n 'gl_FragColor.r *= 2.0 * uColor.r;\\n' +\n '} else {\\n' +\n 'gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n' +\n '}\\n' +\n 'if (uColor.g < 0.5) {\\n' +\n 'gl_FragColor.g *= 2.0 * uColor.g;\\n' +\n '} else {\\n' +\n 'gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n' +\n '}\\n' +\n 'if (uColor.b < 0.5) {\\n' +\n 'gl_FragColor.b *= 2.0 * uColor.b;\\n' +\n '} else {\\n' +\n 'gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n' +\n '}\\n',\n tint: 'gl_FragColor.rgb *= (1.0 - uColor.a);\\n' +\n 'gl_FragColor.rgb += uColor.rgb;\\n',\n },\n\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */\n buildSource: function(mode) {\n return 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'gl_FragColor = color;\\n' +\n 'if (color.a > 0.0) {\\n' +\n this.fragmentSource[mode] +\n '}\\n' +\n '}';\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, iLen = data.length,\n tr, tg, tb,\n r, g, b,\n source, alpha1 = 1 - this.alpha;\n\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case 'screen':\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case 'add':\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case 'diff':\n case 'difference':\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case 'subtract':\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case 'darken':\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case 'lighten':\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case 'overlay':\n data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);\n data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);\n data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);\n break;\n case 'exclusion':\n data[i] = tr + r - ((2 * tr * r) / 255);\n data[i + 1] = tg + g - ((2 * tg * g) / 255);\n data[i + 2] = tb + b - ((2 * tb * b) / 255);\n break;\n case 'tint':\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, 'uColor'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */\n fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: 'BlendImage',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n image: null,\n\n /**\n * Blend mode for the filter (one of \"multiply\", \"mask\")\n * @type String\n * @default\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/\n alpha: 1,\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'uniform mat3 uTransformMatrix;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.rgba *= color2.rgba;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n mask: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.a = color2.a;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context,\n texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper('applyToWebGL', options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n calculateMatrix: function() {\n var image = this.image,\n width = image._element.width,\n height = image._element.height;\n return [\n 1 / image.scaleX, 0, 0,\n 0, 1 / image.scaleY, 0,\n -image.left / width, -image.top / height, 1\n ];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n resources = options.filterBackend.resources,\n data = imageData.data, iLen = data.length,\n width = imageData.width,\n height = imageData.height,\n tr, tg, tb, ta,\n r, g, b, a,\n canvas1, context, image = this.image, blendData;\n\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext('2d');\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n }\n else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case 'mask':\n data[i + 3] = ta;\n break;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),\n uImage: gl.getUniformLocation(program, 'uImage'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */\n fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }), pow = Math.pow, floor = Math.floor,\n sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin,\n ceil = Math.ceil,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Resize',\n\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */\n resizeType: 'hermite',\n\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */\n scaleX: 1,\n\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */\n scaleY: 1,\n\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */\n lanczosLobes: 3,\n\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, 'uDelta'),\n uTaps: gl.getUniformLocation(program, 'uTaps'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,\n filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for (var i = 1; i <= filterWindow; i++) {\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */\n generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow),\n fragmentShader = this.fragmentSourceTOP, filterWindow;\n\n for (var i = 1; i <= filterWindow; i++) {\n offsets[i - 1] = i + '.0 * uDelta';\n }\n\n fragmentShader += 'uniform float uTaps[' + filterWindow + '];\\n';\n fragmentShader += 'void main() {\\n';\n fragmentShader += ' vec4 color = texture2D(uTexture, vTexCoord);\\n';\n fragmentShader += ' float sum = 1.0;\\n';\n\n offsets.forEach(function(offset, i) {\n fragmentShader += ' color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' sum += 2.0 * uTaps[' + i + '];\\n';\n });\n fragmentShader += ' gl_FragColor = color / sum;\\n';\n fragmentShader += '}';\n return fragmentShader;\n },\n\n fragmentSourceTOP: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n',\n\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return (sin(x) / x) * sin(xx) / xx;\n };\n },\n\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n scaleX = this.scaleX,\n scaleY = this.scaleY;\n\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n\n var oW = imageData.width, oH = imageData.height,\n dW = round(oW * scaleX), dH = round(oH * scaleY),\n newData;\n\n if (this.resizeType === 'sliceHack') {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'hermite') {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'bilinear') {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'lanczos') {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData,\n mult = 0.5, doneW = false, doneH = false, stepW = oW * mult,\n stepH = oH * mult, resources = fabric.filterBackend.resources,\n tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement('canvas');\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext('2d');\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n\n dW = floor(dW);\n dH = floor(dH);\n\n while (!doneW || !doneH) {\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n }\n else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n }\n else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n lanczosResize: function(options, oW, oH, dW, dH) {\n\n function process(u) {\n var v, i, weight, idx, a, red, green,\n blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for (v = 0; v < dH; v++) {\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0; red = 0; green = 0; blue = 0; alpha = 0;\n for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = { };\n }\n for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n\n if (++u < dW) {\n return process(u);\n }\n else {\n return destImg;\n }\n }\n\n var srcData = options.imageData.data,\n destImg = options.ctx.createImageData(dW, dH),\n destData = destImg.data,\n lanczos = this.lanczosCreate(this.lanczosLobes),\n ratioX = this.rcpScaleX, ratioY = this.rcpScaleY,\n rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY,\n range2X = ceil(ratioX * this.lanczosLobes / 2),\n range2Y = ceil(ratioY * this.lanczosLobes / 2),\n cacheLanc = { }, center = { }, icenter = { };\n\n return process(0);\n },\n\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl,\n color, offset = 0, origPix, ratioX = this.rcpScaleX,\n ratioY = this.rcpScaleY,\n w4 = 4 * (oW - 1), img = options.imageData,\n pixels = img.data, destImage = options.ctx.createImageData(dW, dH),\n destPixels = destImage.data;\n for (i = 0; i < dH; i++) {\n for (j = 0; j < dW; j++) {\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n\n for (chnl = 0; chnl < 4; chnl++) {\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +\n c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY,\n ratioWHalf = ceil(ratioW / 2),\n ratioHHalf = ceil(ratioH / 2),\n img = options.imageData, data = img.data,\n img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for (var j = 0; j < dH; j++) {\n for (var i = 0; i < dW; i++) {\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0,\n gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,\n centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,\n w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */\n if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */\n }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */\n fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Contrast',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uContrast;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n' +\n 'color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */\n contrast: 0,\n\n mainParameter: 'contrast',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */\n\n /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len,\n data = imageData.data, len = data.length,\n contrast = Math.floor(this.contrast * 255),\n contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n\n for (i = 0; i < len; i += 4) {\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, 'uContrast'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */\n fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Saturation',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uSaturation;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float rgMax = max(color.r, color.g);\\n' +\n 'float rgbMax = max(rgMax, color.b);\\n' +\n 'color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n' +\n 'color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n' +\n 'color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */\n saturation: 0,\n\n mainParameter: 'saturation',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */\n\n /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.saturation, i, max;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, 'uSaturation'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */\n fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n\n type: 'Blur',\n\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/\n\n /* eslint-disable max-len */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'const float nSamples = 15.0;\\n' +\n 'vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n' +\n 'float random(vec3 scale) {\\n' +\n /* use the fragment position for a different seed per-pixel */\n 'return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0.0);\\n' +\n 'float total = 0.0;\\n' +\n 'float offset = random(v3offset);\\n' +\n 'for (float t = -nSamples; t <= nSamples; t++) {\\n' +\n 'float percent = (t + offset - 0.5) / nSamples;\\n' +\n 'float weight = 1.0 - abs(percent);\\n' +\n 'color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n' +\n 'total += weight;\\n' +\n '}\\n' +\n 'gl_FragColor = color / total;\\n' +\n '}',\n /* eslint-enable max-len */\n\n /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n * @type Number\n * @default\n */\n blur: 0,\n\n mainParameter: 'blur',\n\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2,\n width = options.imageData.width,\n height = options.imageData.height;\n\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext('2d'),\n ctx2 = canvas2.getContext('2d'),\n nSamples = 15,\n random, percent, j, i,\n blur = this.blur * 0.06 * 0.5;\n\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, 'uDelta'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */\n chooseRightDelta: function() {\n var blurScale = 1, delta = [0, 0], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n }\n else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n }\n else {\n delta[1] = blur;\n }\n return delta;\n },\n });\n\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */\n filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Gamma',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec3 uGamma;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec3 correction = (1.0 / uGamma);\\n' +\n 'color.r = pow(color.r, correction.r);\\n' +\n 'color.g = pow(color.g, correction.g);\\n' +\n 'color.b = pow(color.b, correction.b);\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.rgb *= color.a;\\n' +\n '}',\n\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */\n gamma: [1, 1, 1],\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'gamma',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.gamma = [1, 1, 1];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data,\n gamma = this.gamma, len = data.length,\n rInv = 1 / gamma[0], gInv = 1 / gamma[1],\n bInv = 1 / gamma[2], i;\n\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for (i = 0, len = 256; i < len; i++) {\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for (i = 0, len = data.length; i < len; i += 4) {\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, 'uGamma'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */\n fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */\n filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n\n type: 'Composed',\n\n /**\n * A non sparse array of filters to apply\n */\n subFilters: [],\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */\n applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */\n toObject: function() {\n return fabric.util.object.extend(this.callSuper('toObject'), {\n subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),\n });\n },\n\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });\n }\n });\n\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */\n fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [],\n subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }),\n instance = new fabric.Image.filters.Composed({ subFilters: subFilters });\n callback && callback(instance);\n return instance;\n };\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'HueRotation',\n\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */\n rotation: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'rotation',\n\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad),\n aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n },\n\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */\n fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n clone = fabric.util.object.clone;\n\n if (fabric.Text) {\n fabric.warn('fabric.Text is already defined');\n return;\n }\n\n var additionalProps =\n ('fontFamily fontWeight fontSize text underline overline linethrough' +\n ' textAlign fontStyle lineHeight textBackgroundColor charSpacing styles' +\n ' direction path pathStartOffset pathSide pathAlign').split(' ');\n\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */\n fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */\n _dimensionAffectingProps: [\n 'fontSize',\n 'fontWeight',\n 'fontFamily',\n 'fontStyle',\n 'lineHeight',\n 'text',\n 'charSpacing',\n 'textAlign',\n 'styles',\n 'path',\n 'pathStartOffset',\n 'pathSide',\n 'pathAlign'\n ],\n\n /**\n * @private\n */\n _reNewline: /\\r?\\n/,\n\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpacesAndTabs: /[ \\t\\r]/g,\n\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpaceAndTab: /[ \\t\\r]/,\n\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reWords: /\\S+/g,\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'text',\n\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */\n fontSize: 40,\n\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */\n fontWeight: 'normal',\n\n /**\n * Font family\n * @type String\n * @default\n */\n fontFamily: 'Times New Roman',\n\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */\n underline: false,\n\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */\n overline: false,\n\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */\n linethrough: false,\n\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */\n textAlign: 'left',\n\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */\n fontStyle: 'normal',\n\n /**\n * Line height\n * @type Number\n * @default\n */\n lineHeight: 1.16,\n\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n superscript: {\n size: 0.60, // fontSize factor\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n subscript: {\n size: 0.60, // fontSize factor\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n\n /**\n * Background color of text lines\n * @type String\n * @default\n */\n textBackgroundColor: '',\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */\n path: null,\n\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */\n pathStartOffset: 0,\n\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */\n pathSide: 'left',\n\n /**\n * How text is aligned to the path. This property determines\n * the perpendicular position of each character relative to the path.\n * (one of \"baseline\", \"center\", \"ascender\", \"descender\")\n * This feature is in BETA, and its behavior may change\n * @type String\n * @default\n */\n pathAlign: 'baseline',\n\n /**\n * @private\n */\n _fontSizeFraction: 0.222,\n\n /**\n * @private\n */\n offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */\n _fontSizeMult: 1.13,\n\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */\n charSpacing: 0,\n\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */\n styles: null,\n\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */\n _measuringContext: null,\n\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */\n deltaY: 0,\n\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */\n direction: 'ltr',\n\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */\n _styleProperties: [\n 'stroke',\n 'strokeWidth',\n 'fill',\n 'fontFamily',\n 'fontSize',\n 'fontWeight',\n 'fontStyle',\n 'underline',\n 'overline',\n 'linethrough',\n 'deltaY',\n 'textBackgroundColor',\n ],\n\n /**\n * contains characters bounding boxes\n */\n __charBounds: [],\n\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */\n CACHE_FONT_SIZE: 400,\n\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */\n MIN_TEXT_WIDTH: 2,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n initialize: function(text, options) {\n this.styles = options ? (options.styles || { }) : { };\n this.text = text;\n this.__skipDimension = true;\n this.callSuper('initialize', options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */\n setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * this is for internal use, please do not use it\n * @private\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache ||\n fabric.util.createCanvasElement().getContext('2d');\n }\n return fabric._measuringContext;\n },\n\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */\n _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n }\n else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Enlarge space boxes and shift the others\n */\n enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for (var j = 0, jlen = line.length; j <= jlen; j++) {\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n }\n else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */\n missingNewlineOffset: function() {\n return 1;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var dims = this.callSuper('_getCacheCanvasDimensions');\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, 'underline');\n this._renderText(ctx);\n this._renderTextDecoration(ctx, 'overline');\n this._renderTextDecoration(ctx, 'linethrough');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderText: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n }\n else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */\n _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = 'alphabetical';\n if (this.path) {\n switch (this.pathAlign) {\n case 'center':\n ctx.textBaseline = 'middle';\n break;\n case 'ascender':\n ctx.textBaseline = 'top';\n break;\n case 'descender':\n ctx.textBaseline = 'bottom';\n break;\n }\n }\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */\n calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n\n for (var i = 1, len = this._textLines.length; i < len; i++) {\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */\n _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {\n return;\n }\n var heightOfLine,\n lineLeftOffset, originalFill = ctx.fillStyle,\n line, lastColor,\n leftOffset = this._getLeftOffset(),\n lineTopOffset = this._getTopOffset(),\n boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path,\n drawStart;\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(\n -charBox.width / 2,\n -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction),\n charBox.width,\n heightOfLine / this.lineHeight\n );\n ctx.restore();\n }\n else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */\n getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = { };\n }\n var cache = fabric.charWidthsCache[fontFamily],\n cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = { };\n }\n return cache[cacheProp];\n },\n\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */\n _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle),\n previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char,\n stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth,\n fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };\n },\n\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */\n getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, 'fontSize');\n },\n\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */\n _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme,\n graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length),\n positionInPath = 0, startingPoint, totalPathLength, path = this.path,\n reverse = this.pathSide === 'right';\n\n this.__charBounds[lineIndex] = lineBounds;\n for (i = 0; i < line.length; i++) {\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch (this.textAlign) {\n case 'left':\n positionInPath = reverse ? (totalPathLength - width) : 0;\n break;\n case 'center':\n positionInPath = (totalPathLength - width) / 2;\n break;\n case 'right':\n positionInPath = reverse ? 0 : (totalPathLength - width);\n break;\n //todo - add support for justify\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for (i = reverse ? line.length - 1 : 0;\n reverse ? i >= 0 : i < line.length;\n reverse ? i-- : i++) {\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n }\n else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return { width: width, numOfSpaces: numOfSpaces };\n },\n\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */\n _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2,\n path = this.path;\n\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === 'right' ? Math.PI : 0);\n },\n\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */\n _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },\n info = this._measureChar(grapheme, style, prevGrapheme, prevStyle),\n kernedWidth = info.kernedWidth,\n width = info.width, charSpacing;\n\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY,\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */\n getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n\n var line = this._textLines[lineIndex],\n // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for (var i = 1, len = line.length; i < len; i++) {\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n\n /**\n * Calculate text box height\n */\n calcTextHeight: function() {\n var lineHeight, height = 0;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineHeight = this.getHeightOfLine(i);\n height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);\n }\n return height;\n },\n\n /**\n * @private\n * @return {Number} Left offset\n */\n _getLeftOffset: function() {\n return this.direction === 'ltr' ? -this.width / 2 : this.width / 2;\n },\n\n /**\n * @private\n * @return {Number} Top offset\n */\n _getTopOffset: function() {\n return -this.height / 2;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */\n _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n var heightOfLine = this.getHeightOfLine(i),\n maxHeight = heightOfLine / this.lineHeight,\n leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(\n method,\n ctx,\n this._textLines[i],\n left + leftOffset,\n top + lineHeights + maxHeight,\n i\n );\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas('fill')) {\n return;\n }\n\n this._renderTextCommon(ctx, 'fillText');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, 'strokeText');\n ctx.closePath();\n ctx.restore();\n },\n\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */\n _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox,\n boxWidth = 0,\n timeToRender,\n path = this.path,\n shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path,\n isLtr = this.direction === 'ltr', sign = this.direction === 'ltr' ? 1 : -1,\n drawingLeft, currentDirection = ctx.canvas.getAttribute('dir');\n ctx.save();\n if (currentDirection !== this.direction) {\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n }\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n this._renderChar(method, ctx, lineIndex, 0, line.join(''), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, false);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n }\n else {\n drawingLeft = left;\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = '';\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */\n _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx,\n // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === 'percentage' || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return { offsetX: offsetX, offsetY: offsetY };\n }\n else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n }\n else {\n // is a color\n ctx[property] = filler;\n }\n return { offsetX: 0, offsetY: 0 };\n },\n\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, 'strokeStyle', decl.stroke);\n },\n\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, 'fillStyle', decl.fill);\n },\n\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */\n _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex),\n fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n shouldFill = method === 'fillText' && fullDecl.fill,\n shouldStroke = method === 'strokeText' && fullDecl.stroke && fullDecl.strokeWidth,\n fillOffsets, strokeOffsets;\n\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n\n ctx.font = this._getFontDeclaration(fullDecl);\n\n\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true),\n fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),\n dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),\n style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */\n _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex),\n lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction,\n isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === 'justify'\n || (textAlign === 'justify-center' && !isEndOfWrapping)\n || (textAlign === 'justify-right' && !isEndOfWrapping)\n || (textAlign === 'justify-left' && !isEndOfWrapping)\n ) {\n return 0;\n }\n if (textAlign === 'center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'right') {\n leftOffset = lineDiff;\n }\n if (textAlign === 'justify-center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'justify-right') {\n leftOffset = lineDiff;\n }\n if (direction === 'rtl') {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n\n /**\n * @private\n */\n _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n\n /**\n * @private\n */\n _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex] !== undefined) {\n return this.__lineWidths[lineIndex];\n }\n\n var lineInfo = this.measureLine(lineIndex);\n var width = lineInfo.width;\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */\n getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== 'undefined') {\n return charStyle[property];\n }\n return this[property];\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size,\n lineLeftOffset, dy, _dy,\n line, lastDecoration,\n leftOffset = this._getLeftOffset(),\n topOffset = this._getTopOffset(), top,\n boxStart, boxWidth, charBox, currentDecoration,\n maxHeight, currentFill, lastFill, path = this.path,\n charSpacing = this._getWidthOfCharSpacing(),\n offsetY = this.offsets[type];\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, 'fill');\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, 'deltaY');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, 'fill');\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, 'deltaY');\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(\n -charBox.kernedWidth / 2,\n offsetY * _size + _dy,\n charBox.kernedWidth,\n this.fontSize / 15\n );\n ctx.restore();\n }\n else if (\n (currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy)\n && boxWidth > 0\n ) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth,\n this.fontSize / 15\n );\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth - charSpacing,\n this.fontSize / 15\n );\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */\n _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily,\n fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined ||\n family.indexOf('\\'') > -1 || family.indexOf(',') > -1 ||\n family.indexOf('\"') > -1 || fontIsGeneric\n ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),\n (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),\n forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',\n fontFamily\n ].join(' ');\n },\n\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper('render', ctx);\n },\n\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */\n _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline),\n newLines = new Array(lines.length),\n newLine = ['\\n'],\n newText = [];\n for (var i = 0; i < lines.length; i++) {\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper('toObject', allProperties);\n obj.styles = fabric.util.stylesToArray(this.styles, this.text);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n this.callSuper('set', key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === 'object') {\n for (var _key in key) {\n if (_key === 'path') {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === 'path';\n }\n }\n else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === 'path';\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */\n complexity: function() {\n return 1;\n }\n });\n\n \n\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */\n fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject('Text', objectCopy, function(textInstance) {\n textInstance.styles = fabric.util.stylesFromArray(object.styles, object.text);\n if (path) {\n fabric.Object._fromObject('Path', path, function(pathInstance) {\n textInstance.set('path', pathInstance);\n callback(textInstance);\n }, 'path');\n }\n else {\n callback(textInstance);\n }\n }, 'text');\n };\n\n fabric.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n\n})(typeof exports !== 'undefined' ? exports : this);\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n return true;\n },\n\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { 0: this.styles[lineIndex] };\n // eslint-disable-next-line\n for (var p1 in obj) {\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n if (typeof obj[p1][p2][property] !== 'undefined') {\n return true;\n }\n }\n }\n return false;\n },\n\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */\n cleanStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,\n allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for (var p1 in obj) {\n letterCount = 0;\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n var styleObject = obj[p1][p2],\n stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n\n stylesCount++;\n\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n }\n else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n }\n else {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n }\n else {\n delete obj[p1][p2];\n }\n }\n\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for (var i = 0; i < this._textLines.length; i++) {\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */\n removeStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for (lineNum in obj) {\n line = obj[lineNum];\n for (charNum in line) {\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n\n /**\n * @private\n */\n _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */\n get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === 'undefined') {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines,\n len = lines.length;\n for (var i = 0; i < len; i++) {\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */\n getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for (var i = startIndex; i < endIndex; i++) {\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */\n getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position),\n style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :\n this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */\n setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n for (var i = startIndex; i < endIndex; i++) {\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */\n this._forceClearCache = true;\n return this;\n },\n\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */\n getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || { },\n styleObject = { }, prop;\n for (var i = 0; i < this._styleProperties.length; i++) {\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];\n }\n return styleObject;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */\n _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n\n /**\n * @param {Number} lineIndex\n * @private\n */\n _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n(function() {\n\n var controlsUtils = fabric.controlsUtils,\n scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler,\n scaleStyleHandler = controlsUtils.scaleCursorStyleHandler,\n scalingEqually = controlsUtils.scalingEqually,\n scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX,\n scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY,\n scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName,\n objectControls = fabric.Object.prototype.controls;\n\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: 'rotate',\n });\n\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = { };\n\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n }\n})();\n(function () {\n /** ERASER_START */\n\n /**\n * add `eraser` to enlivened props\n */\n fabric.Object.ENLIVEN_PROPS.push('eraser');\n\n var __drawClipPath = fabric.Object.prototype._drawClipPath;\n var _needsItsOwnCache = fabric.Object.prototype.needsItsOwnCache;\n var _toObject = fabric.Object.prototype.toObject;\n var _getSvgCommons = fabric.Object.prototype.getSvgCommons;\n var __createBaseClipPathSVGMarkup = fabric.Object.prototype._createBaseClipPathSVGMarkup;\n var __createBaseSVGMarkup = fabric.Object.prototype._createBaseSVGMarkup;\n\n fabric.Object.prototype.cacheProperties.push('eraser');\n fabric.Object.prototype.stateProperties.push('eraser');\n\n /**\n * @fires erasing:end\n */\n fabric.util.object.extend(fabric.Object.prototype, {\n /**\n * Indicates whether this object can be erased by {@link fabric.EraserBrush}\n * The `deep` option introduces fine grained control over a group's `erasable` property.\n * When set to `deep` the eraser will erase nested objects if they are erasable, leaving the group and the other objects untouched.\n * When set to `true` the eraser will erase the entire group. Once the group changes the eraser is propagated to its children for proper functionality.\n * When set to `false` the eraser will leave all objects including the group untouched.\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n * @type boolean | 'deep'\n * @default true\n */\n erasable: true,\n\n /**\n * @tutorial {@link http://fabricjs.com/erasing#eraser}\n * @type fabric.Eraser\n */\n eraser: undefined,\n\n /**\n * @override\n * @returns Boolean\n */\n needsItsOwnCache: function () {\n return _needsItsOwnCache.call(this) || !!this.eraser;\n },\n\n /**\n * draw eraser above clip path\n * @override\n * @private\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */\n _drawClipPath: function (ctx, clipPath) {\n __drawClipPath.call(this, ctx, clipPath);\n if (this.eraser) {\n // update eraser size to match instance\n var size = this._getNonTransformedDimensions();\n this.eraser.isType('eraser') && this.eraser.set({\n width: size.x,\n height: size.y\n });\n __drawClipPath.call(this, ctx, this.eraser);\n }\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n var object = _toObject.call(this, ['erasable'].concat(propertiesToInclude));\n if (this.eraser && !this.eraser.excludeFromExport) {\n object.eraser = this.eraser.toObject(propertiesToInclude);\n }\n return object;\n },\n\n \n });\n\n var __restoreObjectsState = fabric.Group.prototype._restoreObjectsState;\n fabric.util.object.extend(fabric.Group.prototype, {\n /**\n * @private\n * @param {fabric.Path} path\n */\n _addEraserPathToObjects: function (path) {\n this._objects.forEach(function (object) {\n fabric.EraserBrush.prototype._addPathToObjectEraser.call(\n fabric.EraserBrush.prototype,\n object,\n path\n );\n });\n },\n\n /**\n * Applies the group's eraser to its objects\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n */\n applyEraserToObjects: function () {\n var _this = this, eraser = this.eraser;\n if (eraser) {\n delete this.eraser;\n var transform = _this.calcTransformMatrix();\n eraser.clone(function (eraser) {\n var clipPath = _this.clipPath;\n eraser.getObjects('path')\n .forEach(function (path) {\n // first we transform the path from the group's coordinate system to the canvas'\n var originalTransform = fabric.util.multiplyTransformMatrices(\n transform,\n path.calcTransformMatrix()\n );\n fabric.util.applyTransformToObject(path, originalTransform);\n if (clipPath) {\n clipPath.clone(function (_clipPath) {\n var eraserPath = fabric.EraserBrush.prototype.applyClipPathToPath.call(\n fabric.EraserBrush.prototype,\n path,\n _clipPath,\n transform\n );\n _this._addEraserPathToObjects(eraserPath);\n }, ['absolutePositioned', 'inverted']);\n }\n else {\n _this._addEraserPathToObjects(path);\n }\n });\n });\n }\n },\n\n /**\n * Propagate the group's eraser to its objects, crucial for proper functionality of the eraser within the group and nested objects.\n * @private\n */\n _restoreObjectsState: function () {\n this.erasable === true && this.applyEraserToObjects();\n return __restoreObjectsState.call(this);\n }\n });\n\n /**\n * An object's Eraser\n * @private\n * @class fabric.Eraser\n * @extends fabric.Group\n * @memberof fabric\n */\n fabric.Eraser = fabric.util.createClass(fabric.Group, {\n /**\n * @readonly\n * @static\n */\n type: 'eraser',\n\n /**\n * @default\n */\n originX: 'center',\n\n /**\n * @default\n */\n originY: 'center',\n\n drawObject: function (ctx) {\n ctx.save();\n ctx.fillStyle = 'black';\n ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);\n ctx.restore();\n this.callSuper('drawObject', ctx);\n },\n\n /**\n * eraser should retain size\n * dimensions should not change when paths are added or removed\n * handled by {@link fabric.Object#_drawClipPath}\n * @override\n * @private\n */\n _getBounds: function () {\n // noop\n },\n\n \n });\n\n /**\n * Returns {@link fabric.Eraser} instance from an object representation\n * @static\n * @memberOf fabric.Eraser\n * @param {Object} object Object to create an Eraser from\n * @param {Function} [callback] Callback to invoke when an eraser instance is created\n */\n fabric.Eraser.fromObject = function (object, callback) {\n var objects = object.objects;\n fabric.util.enlivenObjects(objects, function (enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function () {\n callback && callback(new fabric.Eraser(enlivenedObjects, options, true));\n });\n });\n };\n\n var __renderOverlay = fabric.Canvas.prototype._renderOverlay;\n /**\n * @fires erasing:start\n * @fires erasing:end\n */\n fabric.util.object.extend(fabric.Canvas.prototype, {\n /**\n * Used by {@link #renderAll}\n * @returns boolean\n */\n isErasing: function () {\n return (\n this.isDrawingMode &&\n this.freeDrawingBrush &&\n this.freeDrawingBrush.type === 'eraser' &&\n this.freeDrawingBrush._isErasing\n );\n },\n\n /**\n * While erasing the brush clips out the erasing path from canvas\n * so we need to render it on top of canvas every render\n * @param {CanvasRenderingContext2D} ctx\n */\n _renderOverlay: function (ctx) {\n __renderOverlay.call(this, ctx);\n if (this.isErasing() && !this.freeDrawingBrush.inverted) {\n this.freeDrawingBrush._render();\n }\n }\n });\n\n /**\n * EraserBrush class\n * Supports selective erasing meaning that only erasable objects are affected by the eraser brush.\n * Supports **inverted** erasing meaning that the brush can \"undo\" erasing.\n *\n * In order to support selective erasing, the brush clips the entire canvas\n * and then draws all non-erasable objects over the erased path using a pattern brush so to speak (masking).\n * If brush is **inverted** there is no need to clip canvas. The brush draws all erasable objects without their eraser.\n * This achieves the desired effect of seeming to erase or unerase only erasable objects.\n * After erasing is done the created path is added to all intersected objects' `eraser` property.\n *\n * In order to update the EraserBrush call `preparePattern`.\n * It may come in handy when canvas changes during erasing (i.e animations) and you want the eraser to reflect the changes.\n *\n * @tutorial {@link http://fabricjs.com/erasing}\n * @class fabric.EraserBrush\n * @extends fabric.PencilBrush\n * @memberof fabric\n */\n fabric.EraserBrush = fabric.util.createClass(\n fabric.PencilBrush,\n /** @lends fabric.EraserBrush.prototype */ {\n type: 'eraser',\n\n /**\n * When set to `true` the brush will create a visual effect of undoing erasing\n */\n inverted: false,\n\n /**\n * @private\n */\n _isErasing: false,\n\n /**\n *\n * @private\n * @param {fabric.Object} object\n * @returns boolean\n */\n _isErasable: function (object) {\n return object.erasable !== false;\n },\n\n /**\n * @private\n * This is designed to support erasing a collection with both erasable and non-erasable objects.\n * Iterates over collections to allow nested selective erasing.\n * Prepares the pattern brush that will draw on the top context to achieve the desired visual effect.\n * If brush is **NOT** inverted render all non-erasable objects.\n * If brush is inverted render all erasable objects that have been erased with their clip path inverted.\n * This will render the erased parts as if they were not erased.\n *\n * @param {fabric.Collection} collection\n * @param {CanvasRenderingContext2D} ctx\n * @param {{ visibility: fabric.Object[], eraser: fabric.Object[], collection: fabric.Object[] }} restorationContext\n */\n _prepareCollectionTraversal: function (collection, ctx, restorationContext) {\n collection.forEachObject(function (obj) {\n if (obj.forEachObject && obj.erasable === 'deep') {\n // traverse\n this._prepareCollectionTraversal(obj, ctx, restorationContext);\n }\n else if (!this.inverted && obj.erasable && obj.visible) {\n // render only non-erasable objects\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n }\n else if (this.inverted && obj.visible) {\n // render only erasable objects that were erased\n if (obj.erasable && obj.eraser) {\n obj.eraser.inverted = true;\n obj.dirty = true;\n collection.dirty = true;\n restorationContext.eraser.push(obj);\n restorationContext.collection.push(collection);\n }\n else {\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n }\n }\n }, this);\n },\n\n /**\n * Prepare the pattern for the erasing brush\n * This pattern will be drawn on the top context, achieving a visual effect of erasing only erasable objects\n * @todo decide how overlay color should behave when `inverted === true`, currently draws over it which is undesirable\n * @private\n */\n preparePattern: function () {\n if (!this._patternCanvas) {\n this._patternCanvas = fabric.util.createCanvasElement();\n }\n var canvas = this._patternCanvas;\n canvas.width = this.canvas.width;\n canvas.height = this.canvas.height;\n var patternCtx = canvas.getContext('2d');\n if (this.canvas._isRetinaScaling()) {\n var retinaScaling = this.canvas.getRetinaScaling();\n this.canvas.__initRetinaScaling(retinaScaling, canvas, patternCtx);\n }\n var backgroundImage = this.canvas.backgroundImage,\n bgErasable = backgroundImage && this._isErasable(backgroundImage),\n overlayImage = this.canvas.overlayImage,\n overlayErasable = overlayImage && this._isErasable(overlayImage);\n if (!this.inverted && ((backgroundImage && !bgErasable) || !!this.canvas.backgroundColor)) {\n if (bgErasable) { this.canvas.backgroundImage = undefined; }\n this.canvas._renderBackground(patternCtx);\n if (bgErasable) { this.canvas.backgroundImage = backgroundImage; }\n }\n else if (this.inverted && (backgroundImage && bgErasable)) {\n var color = this.canvas.backgroundColor;\n this.canvas.backgroundColor = undefined;\n this.canvas._renderBackground(patternCtx);\n this.canvas.backgroundColor = color;\n }\n patternCtx.save();\n patternCtx.transform.apply(patternCtx, this.canvas.viewportTransform);\n var restorationContext = { visibility: [], eraser: [], collection: [] };\n this._prepareCollectionTraversal(this.canvas, patternCtx, restorationContext);\n this.canvas._renderObjects(patternCtx, this.canvas._objects);\n restorationContext.visibility.forEach(function (obj) { obj.visible = true; });\n restorationContext.eraser.forEach(function (obj) {\n obj.eraser.inverted = false;\n obj.dirty = true;\n });\n restorationContext.collection.forEach(function (obj) { obj.dirty = true; });\n patternCtx.restore();\n if (!this.inverted && ((overlayImage && !overlayErasable) || !!this.canvas.overlayColor)) {\n if (overlayErasable) { this.canvas.overlayImage = undefined; }\n __renderOverlay.call(this.canvas, patternCtx);\n if (overlayErasable) { this.canvas.overlayImage = overlayImage; }\n }\n else if (this.inverted && (overlayImage && overlayErasable)) {\n var color = this.canvas.overlayColor;\n this.canvas.overlayColor = undefined;\n __renderOverlay.call(this.canvas, patternCtx);\n this.canvas.overlayColor = color;\n }\n },\n\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function (ctx) {\n this.callSuper('_setBrushStyles', ctx);\n ctx.strokeStyle = 'black';\n },\n\n /**\n * **Customiztion**\n *\n * if you need the eraser to update on each render (i.e animating during erasing) override this method by **adding** the following (performance may suffer):\n * @example\n * ```\n * if(ctx === this.canvas.contextTop) {\n * this.preparePattern();\n * }\n * ```\n *\n * @override fabric.BaseBrush#_saveAndTransform\n * @param {CanvasRenderingContext2D} ctx\n */\n _saveAndTransform: function (ctx) {\n this.callSuper('_saveAndTransform', ctx);\n this._setBrushStyles(ctx);\n ctx.globalCompositeOperation = ctx === this.canvas.getContext() ? 'destination-out' : 'source-over';\n },\n\n /**\n * We indicate {@link fabric.PencilBrush} to repaint itself if necessary\n * @returns\n */\n needsFullRender: function () {\n return true;\n },\n\n /**\n *\n * @param {fabric.Point} pointer\n * @param {fabric.IEvent} options\n * @returns\n */\n onMouseDown: function (pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n\n // prepare for erasing\n this.preparePattern();\n this._isErasing = true;\n this.canvas.fire('erasing:start');\n this._render();\n },\n\n /**\n * Rendering Logic:\n * 1. Use brush to clip canvas by rendering it on top of canvas (unnecessary if `inverted === true`)\n * 2. Render brush with canvas pattern on top context\n *\n */\n _render: function () {\n var ctx;\n if (!this.inverted) {\n // clip canvas\n ctx = this.canvas.getContext();\n this.callSuper('_render', ctx);\n }\n // render brush and mask it with image of non erasables\n ctx = this.canvas.contextTop;\n this.canvas.clearContext(ctx);\n this.callSuper('_render', ctx);\n ctx.save();\n var t = this.canvas.getRetinaScaling(), s = 1 / t;\n ctx.scale(s, s);\n ctx.globalCompositeOperation = 'source-in';\n ctx.drawImage(this._patternCanvas, 0, 0);\n ctx.restore();\n },\n\n /**\n * Creates fabric.Path object\n * @override\n * @private\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n * @returns\n */\n createPath: function (pathData) {\n var path = this.callSuper('createPath', pathData);\n path.globalCompositeOperation = this.inverted ? 'source-over' : 'destination-out';\n path.stroke = this.inverted ? 'white' : 'black';\n return path;\n },\n\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path in canvas coordinate plane\n * @param {fabric.Object} clipPath The clipPath to apply to the path\n * @param {number[]} clipPathContainerTransformMatrix The transform matrix of the object that the clip path belongs to\n * @returns {fabric.Path} path with clip path\n */\n applyClipPathToPath: function (path, clipPath, clipPathContainerTransformMatrix) {\n var pathInvTransform = fabric.util.invertTransform(path.calcTransformMatrix()),\n clipPathTransform = clipPath.calcTransformMatrix(),\n transform = clipPath.absolutePositioned ?\n pathInvTransform :\n fabric.util.multiplyTransformMatrices(\n pathInvTransform,\n clipPathContainerTransformMatrix\n );\n // when passing down a clip path it becomes relative to the parent\n // so we transform it acoordingly and set `absolutePositioned` to false\n clipPath.absolutePositioned = false;\n fabric.util.applyTransformToObject(\n clipPath,\n fabric.util.multiplyTransformMatrices(\n transform,\n clipPathTransform\n )\n );\n // We need to clip `path` with both `clipPath` and it's own clip path if existing (`path.clipPath`)\n // so in turn `path` erases an object only where it overlaps with all it's clip paths, regardless of how many there are.\n // this is done because both clip paths may have nested clip paths of their own (this method walks down a collection => this may reccur),\n // so we can't assign one to the other's clip path property.\n path.clipPath = path.clipPath ? fabric.util.mergeClipPaths(clipPath, path.clipPath) : clipPath;\n return path;\n },\n\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path\n * @param {fabric.Object} object The clipPath to apply to path belongs to object\n * @param {Function} callback Callback to be invoked with the cloned path after applying the clip path\n */\n clonePathWithClipPath: function (path, object, callback) {\n var objTransform = object.calcTransformMatrix();\n var clipPath = object.clipPath;\n var _this = this;\n path.clone(function (_path) {\n clipPath.clone(function (_clipPath) {\n callback(_this.applyClipPathToPath(_path, _clipPath, objTransform));\n }, ['absolutePositioned', 'inverted']);\n });\n },\n\n /**\n * Adds path to object's eraser, walks down object's descendants if necessary\n *\n * @fires erasing:end on object\n * @param {fabric.Object} obj\n * @param {fabric.Path} path\n */\n _addPathToObjectEraser: function (obj, path) {\n var _this = this;\n // object is collection, i.e group\n if (obj.forEachObject && obj.erasable === 'deep') {\n var targets = obj._objects.filter(function (_obj) {\n return _obj.erasable;\n });\n if (targets.length > 0 && obj.clipPath) {\n this.clonePathWithClipPath(path, obj, function (_path) {\n targets.forEach(function (_obj) {\n _this._addPathToObjectEraser(_obj, _path);\n });\n });\n }\n else if (targets.length > 0) {\n targets.forEach(function (_obj) {\n _this._addPathToObjectEraser(_obj, path);\n });\n }\n return;\n }\n // prepare eraser\n var eraser = obj.eraser;\n if (!eraser) {\n eraser = new fabric.Eraser();\n obj.eraser = eraser;\n }\n // clone and add path\n path.clone(function (path) {\n // http://fabricjs.com/using-transformations\n var desiredTransform = fabric.util.multiplyTransformMatrices(\n fabric.util.invertTransform(\n obj.calcTransformMatrix()\n ),\n path.calcTransformMatrix()\n );\n fabric.util.applyTransformToObject(path, desiredTransform);\n eraser.addWithUpdate(path);\n obj.set('dirty', true);\n obj.fire('erasing:end', 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MODULE: ./node_modules/react-icons/go/index.esm.js\nvar go_index_esm = __webpack_require__(6653);\n// EXTERNAL MODULE: ./node_modules/react-icons/gi/index.esm.js\nvar gi_index_esm = __webpack_require__(2585);\n// EXTERNAL MODULE: ./node_modules/react-icons/io/index.esm.js\nvar io_index_esm = __webpack_require__(1649);\n// EXTERNAL MODULE: ./node_modules/react-icons/im/index.esm.js\nvar im_index_esm = __webpack_require__(3990);\n;// CONCATENATED MODULE: ./src/CanvasTools.tsx\n\n\n\n\n\n\n\n\n\n\n\n\nfunction CanvasTools() {\n const nameInputRef = (0,react.useRef)(null);\n const fileInputRef = (0,react.useRef)(null);\n const fileTypeRef = (0,react.useRef)(null);\n const { activeCanvas , backgroundColor , setBackgroundColor , selectedObjects , lockedObjects , lockSelection , unlockSelection , bringForward , sendBackward , duplicate , deleteSelection , undo , redo , canUndo , canRedo , brushColor , setBrushColor , brushSize , setBrushSize , activeCanvasType , addImages , exportSkin } = 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./vendor/fabric/fabric.js\nvar fabric = __webpack_require__(6287);\n;// CONCATENATED MODULE: ./src/useWarrior.ts\n\nconst WarriorContext = react.createContext(null);\nWarriorContext.displayName = \"WarriorContext\";\n\nfunction useWarrior() {\n const context = (0,react.useContext)(WarriorContext);\n if (!context) {\n throw new Error(\"No WarriorContext.Provider\");\n }\n return context;\n}\n\n;// CONCATENATED MODULE: ./src/fabricUtils.ts\n\nfunction createFabricImage(url) {\n return new Promise((resolve)=>fabric.fabric.Image.fromURL(url, resolve, {\n crossOrigin: \"anonymous\"\n }));\n}\n\n// EXTERNAL MODULE: ./node_modules/comlink/dist/esm/comlink.mjs\nvar comlink = __webpack_require__(4375);\n;// CONCATENATED MODULE: ./node_modules/worker-loader/dist/cjs.js!./src/imageProcessing.worker.ts\nfunction Worker_fn() {\n return new Worker(__webpack_require__.p + \"static/chunks/imageProcessing.worker-ec557200a46215b3.worker.js\");\n}\n\n;// CONCATENATED MODULE: ./src/useImageWorker.ts\n\n\n\nfunction useImageWorker() {\n const workerRef = (0,react.useRef)(null);\n const functionsRef = (0,react.useRef)(null);\n const value = (0,react.useMemo)(()=>{\n const getFunctions = ()=>{\n return functionsRef.current;\n };\n return {\n async combineColorAndAlphaImageUrls () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.combineColorAndAlphaImageUrls(...args);\n },\n async removeAlphaFromArrayBuffer () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.removeAlphaFromArrayBuffer(...args);\n },\n async convertArrayBufferAlphaToGrayscale () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.convertArrayBufferAlphaToGrayscale(...args);\n },\n async convertGrayscaleImageUrlToMetallicRoughness () {\n for(var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++){\n args[_key] = arguments[_key];\n }\n const functions = await getFunctions();\n return functions === null || functions === void 0 ? void 0 : functions.convertGrayscaleImageUrlToMetallicRoughness(...args);\n }\n };\n }, []);\n (0,react.useEffect)(()=>{\n const worker = new Worker_fn();\n const functions = comlink/* wrap */.Ud(worker);\n workerRef.current = worker;\n functionsRef.current = functions;\n return ()=>{\n functions[comlink/* releaseProxy */.Yy]();\n worker.terminate();\n };\n }, []);\n return value;\n}\n\n;// CONCATENATED MODULE: ./src/useSettings.ts\nfunction useSettings() {\n return {\n canvasPadding: 64,\n basePath: true ? \"/t2-model-skinner\" : 0\n };\n}\n\n// EXTERNAL MODULE: ./node_modules/pngjs/browser.js\nvar browser = __webpack_require__(7113);\n// EXTERNAL MODULE: ./node_modules/get-stream/index.js\nvar get_stream = __webpack_require__(31);\n;// CONCATENATED MODULE: ./src/imageUtils.ts\n\n\nfunction arrayBufferToBase64(arrayBuffer) {\n let base64 = \"\";\n const encodings = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/\";\n const bytes = new Uint8Array(arrayBuffer);\n const byteLength = bytes.byteLength;\n const byteRemainder = byteLength % 3;\n const mainLength = byteLength - byteRemainder;\n let a, b, c, d;\n let chunk;\n // Main loop deals with bytes in chunks of 3\n for(let i = 0; i < mainLength; i = i + 3){\n // Combine the three bytes into a single integer\n chunk = bytes[i] << 16 | bytes[i + 1] << 8 | bytes[i + 2];\n // Use bitmasks to extract 6-bit segments from the triplet\n a = (chunk & 16515072) >> 18; // 16515072 = (2^6 - 1) << 18\n b = (chunk & 258048) >> 12; // 258048 = (2^6 - 1) << 12\n c = (chunk & 4032) >> 6; // 4032 = (2^6 - 1) << 6\n d = chunk & 63; // 63 = 2^6 - 1\n // Convert the raw binary segments to the appropriate ASCII encoding\n base64 += encodings[a] + encodings[b] + encodings[c] + encodings[d];\n }\n // Deal with the remaining bytes and padding\n if (byteRemainder == 1) {\n chunk = bytes[mainLength];\n a = (chunk & 252) >> 2; // 252 = (2^6 - 1) << 2\n // Set the 4 least significant bits to zero\n b = (chunk & 3) << 4; // 3 = 2^2 - 1\n base64 += encodings[a] + encodings[b] + \"==\";\n } else if (byteRemainder == 2) {\n chunk = bytes[mainLength] << 8 | bytes[mainLength + 1];\n a = (chunk & 64512) >> 10; // 64512 = (2^6 - 1) << 10\n b = (chunk & 1008) >> 4; // 1008 = (2^6 - 1) << 4\n // Set the 2 least significant bits to zero\n c = (chunk & 15) << 2; // 15 = 2^4 - 1\n base64 += encodings[a] + encodings[b] + encodings[c] + \"=\";\n }\n return base64;\n}\nasync function rgbaToArrayBuffer(rgba, param) {\n let { width , height } = param;\n const png = new PNG({\n width,\n height,\n inputHasAlpha: true\n });\n png.data = rgba;\n png.pack();\n const arrayBuffer = await getStream.buffer(png);\n return arrayBuffer;\n}\nfunction arrayBufferToImageUrl(arrayBuffer) {\n const base64 = arrayBufferToBase64(arrayBuffer);\n return \"data:image/png;base64,\".concat(base64);\n}\nasync function imageUrlToArrayBuffer(url) {\n const response = await fetch(url);\n if (response.ok) {\n const arrayBuffer = await response.arrayBuffer();\n return arrayBuffer;\n } else {\n throw new Error(\"Failed to load image URL: \".concat(url));\n }\n}\nasync function arrayBufferToRgba(arrayBuffer) {\n const png = await new Promise((resolve, reject)=>new PNG().parse(arrayBuffer, (err, data)=>{\n if (err) {\n reject(err);\n } else {\n resolve(data);\n }\n }));\n return {\n rgba: png.data,\n width: png.width,\n height: png.height\n };\n}\nasync function setGrayscaleFromAlpha(rgba) {\n const length = rgba.length;\n for(let i = 0; i < length; i += 4){\n const alpha = rgba[i + 3];\n rgba[i] = alpha;\n rgba[i + 1] = alpha;\n rgba[i + 2] = alpha;\n rgba[i + 3] = 255;\n }\n}\nasync function setAlphaFromGrayscale(rgba, grayscaleRgba) {\n const length = rgba.length;\n // Modify image to map white pixels on the metallic canvas\n // to the alpha channel.\n for(let i = 0; i < length; i += 4){\n rgba[i + 3] = Math.max(1, grayscaleRgba[i]);\n }\n}\nasync function setAlphaToMax(rgba) {\n const length = rgba.length;\n for(let i = 0; i < length; i += 4){\n rgba[i + 3] = 255;\n }\n}\nfunction setMetallicFromGrayscale(rgba) {\n const length = rgba.length;\n for(let i = 0; i < length; i += 4){\n const grayscale = rgba[i];\n // Red meanings nothing, set to 0.\n rgba[i] = 0;\n // Green maps to roughness. We want more metallic to be less rough.\n rgba[i + 1] = grayscale > 0 ? 255 - Math.min(grayscale * 2 + 64, 255) : 255;\n // Blue and alpha values should already be correct.\n rgba[i + 2] = grayscale ? Math.min(grayscale * 1 + 64, 255) : 0;\n }\n}\nasync function imageUrlToRgba(imageUrl) {\n const arrayBuffer = await imageUrlToArrayBuffer(imageUrl);\n const { rgba , width , height } = await arrayBufferToRgba(arrayBuffer);\n return {\n rgba,\n width,\n height\n };\n}\nasync function rgbaToImageUrl(rgba, param) {\n let { width , height } = param;\n const arrayBuffer = await rgbaToArrayBuffer(rgba, {\n width,\n height\n });\n const imageUrl = arrayBufferToImageUrl(arrayBuffer);\n return imageUrl;\n}\nasync function combineColorAndAlphaImageUrls(param) {\n let { colorImageUrl , metallicImageUrl } = param;\n const [{ rgba , width , height }, { rgba: metallicRgba }] = await Promise.all([\n imageUrlToRgba(colorImageUrl),\n imageUrlToRgba(metallicImageUrl)\n ]);\n setAlphaFromGrayscale(rgba, metallicRgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\nasync function removeAlphaFromArrayBuffer(arrayBuffer) {\n const { rgba , width , height } = await arrayBufferToRgba(arrayBuffer);\n setAlphaToMax(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\nasync function convertArrayBufferAlphaToGrayscale(arrayBuffer) {\n const { rgba , width , height } = await arrayBufferToRgba(arrayBuffer);\n setGrayscaleFromAlpha(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\nasync function convertGrayscaleImageUrlToMetallicRoughness(imageUrl) {\n const { rgba , width , height } = await imageUrlToRgba(imageUrl);\n setMetallicFromGrayscale(rgba);\n const outputImageUrl = await rgbaToImageUrl(rgba, {\n width,\n height\n });\n return outputImageUrl;\n}\n\n;// CONCATENATED MODULE: ./src/ToolsProvider.tsx\n\n\n\n\n\n\n\n\n\n\n\nconst { publicRuntimeConfig } = config_default()();\nconst { materials } = publicRuntimeConfig;\nfunction lockObject(object) {\n object.lockMovementX = true;\n object.lockMovementY = true;\n object.lockScalingX = true;\n object.lockScalingY = true;\n object.lockRotation = true;\n}\nfunction unlockObject(object) {\n object.lockMovementX = false;\n object.lockMovementY = false;\n object.lockScalingX = false;\n object.lockScalingY = false;\n object.lockRotation = false;\n}\nfunction isActiveSelection(object) {\n return object.type === \"activeSelection\";\n}\nfunction ToolsProvider(param) {\n let { children } = param;\n const { actualModel , selectedModelType } = useWarrior();\n const [selectedMaterialIndex, setSelectedMaterialIndex] = (0,react.useState)(0);\n const materialDefs = materials[actualModel];\n var _materialDefs_selectedMaterialIndex;\n const materialDef = (_materialDefs_selectedMaterialIndex = materialDefs[selectedMaterialIndex]) !== null && _materialDefs_selectedMaterialIndex !== void 0 ? _materialDefs_selectedMaterialIndex : null;\n var _materialDef_size;\n const textureSize = (0,react.useMemo)(()=>(_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : [\n 512,\n 512\n ], [\n materialDef\n ]);\n const hasMetallic = !(materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1);\n const [activeCanvasType, setActiveCanvasType] = (0,react.useState)(\"color\");\n if (!hasMetallic && activeCanvasType === \"metallic\") {\n setActiveCanvasType(\"color\");\n }\n const [backgroundColor, setBackgroundColor] = (0,react.useState)(\"magenta\");\n const [lockedObjects, setLockedObjects] = (0,react.useState)(()=>new Set());\n const [brushColor, setBrushColor] = (0,react.useState)(200);\n const [brushSize, setBrushSize] = (0,react.useState)(10);\n const [selectedObjects, setSelectedObjects] = (0,react.useState)(()=>[]);\n const activeCanvas = materialDef ? \"\".concat(materialDef.name, \":\").concat(activeCanvasType) : null;\n const metallicCanvasId = materialDef ? \"\".concat(materialDef.name, \":metallic\") : null;\n const { canvases } = src_useCanvas();\n const { canvas , notifyChange , undo , redo , canUndo , canRedo } = src_useCanvas(activeCanvas);\n const { canvas: metallicCanvas } = src_useCanvas(metallicCanvasId);\n const [isDrawingMode, setDrawingMode] = (0,react.useState)(false);\n const { combineColorAndAlphaImageUrls } = useImageWorker();\n const { canvasPadding } = useSettings();\n const lockSelection = (0,react.useCallback)(()=>{\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects)=>{\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects){\n newLockedObjects.add(selectedObject);\n lockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [\n selectedObjects\n ]);\n const unlockSelection = (0,react.useCallback)(()=>{\n if (selectedObjects.length) {\n setLockedObjects((lockedObjects)=>{\n const newLockedObjects = new Set(lockedObjects);\n for (const selectedObject of selectedObjects){\n newLockedObjects.delete(selectedObject);\n unlockObject(selectedObject);\n }\n return newLockedObjects;\n });\n }\n }, [\n selectedObjects\n ]);\n const bringForward = (0,react.useCallback)(async ()=>{\n const object = canvas.getActiveObject();\n if (object) {\n canvas.bringForward(object, true);\n notifyChange();\n }\n }, [\n canvas,\n notifyChange\n ]);\n const sendBackward = (0,react.useCallback)(async ()=>{\n const object = canvas.getActiveObject();\n if (object) {\n // Don't allow below base skin.\n if (canvas._objects[0] === object || canvas._objects[1] === object) {\n return;\n }\n canvas.sendBackwards(object, true);\n notifyChange();\n }\n }, [\n canvas,\n notifyChange\n ]);\n const addImages = (0,react.useCallback)(async (imageUrls)=>{\n let lastAddedImage;\n for (const imageUrl of imageUrls){\n const image = await createFabricImage(imageUrl);\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n const widthRatio = image.width / textureSize[0];\n const heightRatio = image.height / textureSize[1];\n if (widthRatio > 1 || heightRatio > 1) {\n let scale;\n if (widthRatio > heightRatio) {\n scale = 1 / widthRatio;\n } else {\n scale = 1 / heightRatio;\n }\n image.scaleX = scale;\n image.scaleY = scale;\n }\n if (activeCanvasType === \"metallic\") {\n if (!image.filters) {\n image.filters = [];\n }\n const grayscaleFilter = new fabric.fabric.Image.filters.Grayscale();\n image.filters.push(grayscaleFilter);\n image.applyFilters();\n }\n setDrawingMode(false);\n canvas.centerObject(image);\n canvas.add(image);\n lastAddedImage = image;\n }\n if (lastAddedImage) {\n canvas.setActiveObject(lastAddedImage);\n }\n }, [\n canvas,\n activeCanvasType,\n textureSize\n ]);\n const duplicate = (0,react.useCallback)(async ()=>{\n const object = canvas.getActiveObject();\n if (object) {\n const copy = await new Promise((resolve)=>object.clone(resolve));\n var _copy_top, _copy_left;\n copy.set({\n top: ((_copy_top = copy.top) !== null && _copy_top !== void 0 ? _copy_top : 0) + 20,\n left: ((_copy_left = copy.left) !== null && _copy_left !== void 0 ? _copy_left : 0) + 20,\n evented: true\n });\n if (isActiveSelection(copy)) {\n copy.canvas = canvas;\n copy.forEachObject((object)=>{\n canvas.add(object);\n });\n copy.setCoords();\n }\n canvas.discardActiveObject();\n canvas.add(copy);\n canvas.setActiveObject(copy);\n }\n }, [\n canvas\n ]);\n const deleteSelection = (0,react.useCallback)(async ()=>{\n const objects = canvas.getActiveObjects();\n canvas.discardActiveObject();\n canvas.remove(...objects);\n canvas.requestRenderAll();\n // forceUpdateRef.current();\n }, [\n canvas\n ]);\n const exportSkin = (0,react.useCallback)(async (param)=>{\n let { format , name =\"\" } = param;\n const { savePngFile , saveZipFile , createZipFile } = await Promise.all(/* import() */[__webpack_require__.e(354), __webpack_require__.e(70)]).then(__webpack_require__.bind(__webpack_require__, 8070));\n name = name.trim() || \"MyCustomSkin\";\n const materialExports = await Promise.all(materialDefs.map(async (materialDef)=>{\n var _canvases_, _canvases_1;\n const colorCanvas = (_canvases_ = canvases[\"\".concat(materialDef.name, \":color\")]) === null || _canvases_ === void 0 ? void 0 : _canvases_.canvas;\n const metallicCanvas = (_canvases_1 = canvases[\"\".concat(materialDef.name, \":metallic\")]) === null || _canvases_1 === void 0 ? void 0 : _canvases_1.canvas;\n var _materialDef_size;\n const textureSize = (_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : [\n 512,\n 512\n ];\n let outputImageUrl;\n const colorImageUrl = colorCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n if (metallicCanvas) {\n const metallicImageUrl = metallicCanvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n outputImageUrl = await combineColorAndAlphaImageUrls({\n colorImageUrl,\n metallicImageUrl\n });\n } else {\n outputImageUrl = colorImageUrl;\n }\n var _materialDef_file;\n const filename = selectedModelType === \"player\" ? \"\".concat(name, \".\").concat(actualModel, \".png\") : materialDef ? \"\".concat((_materialDef_file = materialDef.file) !== null && _materialDef_file !== void 0 ? _materialDef_file : materialDef.name, \".png\") : \"weapon_\".concat(actualModel, \".png\");\n return {\n imageUrl: outputImageUrl,\n filename\n };\n }));\n switch(format){\n case \"png\":\n {\n const { imageUrl , filename } = materialExports[selectedMaterialIndex];\n savePngFile(imageUrl, filename);\n break;\n }\n case \"vl2\":\n {\n const files = await Promise.all(materialExports.map(async (materialExport)=>({\n data: await imageUrlToArrayBuffer(materialExport.imageUrl),\n name: materialExport.filename\n })));\n const zip = createZipFile(files);\n const camelCaseName = actualModel.replace(/(?:^([a-z])|_([a-z]))/g, (match, a, b)=>(a || b).toUpperCase());\n const zipFileName = selectedModelType === \"player\" ? \"zPlayerSkin-\".concat(name, \".vl2\") : \"zWeapon\".concat(camelCaseName, \"-\").concat(name, \".vl2\");\n await saveZipFile(zip, zipFileName);\n }\n }\n return;\n }, [\n actualModel,\n canvasPadding,\n canvases,\n combineColorAndAlphaImageUrls,\n materialDefs,\n selectedMaterialIndex,\n selectedModelType\n ]);\n const context = (0,react.useMemo)(()=>({\n activeCanvas,\n activeCanvasType,\n setActiveCanvasType,\n backgroundColor,\n setBackgroundColor,\n lockedObjects,\n setLockedObjects,\n brushColor,\n setBrushColor,\n brushSize,\n setBrushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n setDrawingMode,\n selectedMaterialIndex,\n setSelectedMaterialIndex,\n textureSize,\n hasMetallic\n }), [\n activeCanvas,\n activeCanvasType,\n backgroundColor,\n lockedObjects,\n brushColor,\n brushSize,\n selectedObjects,\n lockSelection,\n unlockSelection,\n bringForward,\n sendBackward,\n addImages,\n duplicate,\n deleteSelection,\n undo,\n redo,\n canUndo,\n canRedo,\n exportSkin,\n isDrawingMode,\n selectedMaterialIndex,\n textureSize,\n hasMetallic\n ]);\n (0,react.useEffect)(()=>{\n if (canvas) {\n const handleSelectionUpdated = ()=>{\n setSelectedObjects(canvas.getActiveObjects());\n };\n canvas.on(\"selection:cleared\", handleSelectionUpdated);\n canvas.on(\"selection:updated\", handleSelectionUpdated);\n canvas.on(\"selection:created\", handleSelectionUpdated);\n return ()=>{\n canvas.off(\"selection:cleared\", handleSelectionUpdated);\n canvas.off(\"selection:updated\", handleSelectionUpdated);\n canvas.off(\"selection:created\", handleSelectionUpdated);\n };\n }\n }, [\n canvas\n ]);\n (0,react.useEffect)(()=>{\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.width = brushSize;\n }\n }, [\n metallicCanvas,\n brushSize\n ]);\n (0,react.useEffect)(()=>{\n if (metallicCanvas) {\n metallicCanvas.freeDrawingBrush.color = \"rgb(\".concat(brushColor, \", \").concat(brushColor, \", \").concat(brushColor, \")\");\n }\n }, [\n metallicCanvas,\n brushColor\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(ToolsContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/CanvasBackdrop.tsx\n\n\n\nfunction CanvasBackdrop() {\n const { backgroundColor , textureSize } = useTools();\n const { canvasPadding } = useSettings();\n return textureSize ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"CanvasBackdrop\",\n style: {\n backgroundColor,\n top: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n }\n }) : null;\n}\n\n;// CONCATENATED MODULE: ./src/CanvasProvider.tsx\n\n\n\nfunction CanvasProvider(param) {\n let { children } = param;\n const [canvases, setCanvases] = (0,react.useState)({});\n const registerCanvas = (0,react.useCallback)((canvasId, canvasInfo)=>{\n setCanvases((canvases)=>{\n return {\n ...canvases,\n [canvasId]: canvasInfo\n };\n });\n }, []);\n const unregisterCanvas = (0,react.useCallback)((canvasId)=>{\n setCanvases((canvases)=>{\n const { [canvasId]: canvas , ...rest } = canvases;\n return rest;\n });\n }, []);\n const context = (0,react.useMemo)(()=>{\n return {\n canvases,\n registerCanvas,\n unregisterCanvas\n };\n }, [\n canvases,\n registerCanvas,\n unregisterCanvas\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(CanvasContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/CanvasInteractions.tsx\n\n\n\n\nfunction CanvasInteractions(param) {\n let { children } = param;\n const ref = (0,react.useRef)(null);\n const { activeCanvas , bringForward , sendBackward , duplicate , deleteSelection , addImages , undo , redo } = useTools();\n const { canvas , notifyChange , setDrawingMode } = src_useCanvas(activeCanvas);\n const nudge = async function() {\n let { top =0 , left =0 } = arguments.length > 0 && arguments[0] !== void 0 ? arguments[0] : {};\n const objects = canvas.getActiveObjects();\n for (const object of objects){\n var _object_top;\n object.top = ((_object_top = object.top) !== null && _object_top !== void 0 ? _object_top : 0) + top;\n var _object_left;\n object.left = ((_object_left = object.left) !== null && _object_left !== void 0 ? _object_left : 0) + left;\n }\n notifyChange();\n };\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"CanvasInteractions\",\n tabIndex: 0,\n ref: ref,\n onDrop: async (event)=>{\n event.preventDefault();\n if (ref.current) {\n ref.current.focus();\n }\n const { items } = event.dataTransfer;\n const images = Array.from(items).filter((item)=>item.kind === \"file\" && item.type.match(/^image\\//));\n const imageUrls = await Promise.all(images.map(async (droppedImageFile)=>{\n const file = droppedImageFile.getAsFile();\n if (!file) {\n throw new Error(\"Not a file.\");\n }\n const reader = new FileReader();\n const imageUrl = await new Promise((resolve, reject)=>{\n reader.onload = async (event)=>{\n if (event.target && typeof event.target.result === \"string\") {\n resolve(event.target.result);\n } else {\n reject(new Error(\"Failed to load image data.\"));\n }\n };\n reader.readAsDataURL(file);\n });\n return imageUrl;\n }).filter(Boolean));\n await addImages(imageUrls);\n },\n onKeyDown: async (event)=>{\n const target = event.target;\n if (target.nodeName === \"INPUT\" || target.nodeName === \"TEXTAREA\") {\n return;\n }\n if (event.ctrlKey || event.metaKey) {\n switch(event.key){\n case \"z\":\n if (event.altKey) {\n return;\n } else if (event.shiftKey) {\n event.preventDefault();\n redo();\n return;\n } else {\n event.preventDefault();\n undo();\n return;\n }\n case \"y\":\n if (event.altKey || event.shiftKey) {\n return;\n } else {\n event.preventDefault();\n redo();\n return;\n }\n }\n }\n if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) {\n return;\n }\n switch(event.key){\n case \"Backspace\":\n case \"Delete\":\n {\n event.preventDefault();\n await deleteSelection();\n break;\n }\n case \"ArrowLeft\":\n {\n event.preventDefault();\n await nudge({\n left: -1\n });\n break;\n }\n case \"ArrowRight\":\n {\n event.preventDefault();\n await nudge({\n left: 1\n });\n break;\n }\n case \"ArrowUp\":\n {\n event.preventDefault();\n await nudge({\n top: -1\n });\n break;\n }\n case \"ArrowDown\":\n {\n event.preventDefault();\n await nudge({\n top: 1\n });\n break;\n }\n case \"d\":\n {\n event.preventDefault();\n await duplicate();\n break;\n }\n case \"f\":\n {\n event.preventDefault();\n await bringForward();\n break;\n }\n case \"b\":\n {\n event.preventDefault();\n await sendBackward();\n break;\n }\n case \"p\":\n {\n if (activeCanvas === \"metallic\") {\n event.preventDefault();\n setDrawingMode(true);\n }\n break;\n }\n case \"s\":\n if (activeCanvas === \"color\") {\n event.preventDefault();\n setDrawingMode(false);\n }\n break;\n }\n },\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/CanvasToggle.tsx\n\n\nfunction CanvasToggle() {\n const { activeCanvasType , setActiveCanvasType , hasMetallic } = useTools();\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"CanvasToggle\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n \"data-selected\": activeCanvasType === \"color\" ? \"\" : undefined,\n onClick: ()=>{\n setActiveCanvasType(\"color\");\n },\n children: \"Color\"\n }),\n hasMetallic ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n \"data-selected\": activeCanvasType === \"metallic\" ? \"\" : undefined,\n onClick: ()=>{\n setActiveCanvasType(\"metallic\");\n },\n children: \"Metallic\"\n }) : null\n ]\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/react-icons/ai/index.esm.js\nvar ai_index_esm = __webpack_require__(8193);\n;// CONCATENATED MODULE: ./src/WarriorSelector.tsx\n\n\n\n\n\n\nconst { publicRuntimeConfig: WarriorSelector_publicRuntimeConfig } = config_default()();\nconst { defaultSkins , customSkins , modelDefaults , materials: WarriorSelector_materials } = WarriorSelector_publicRuntimeConfig;\nfunction WarriorSelector() {\n var _defaultSkins_actualModel, _customSkins_actualModel, _customSkins_actualModel1;\n const { selectedModel , setSelectedModel , selectedModelType , setSelectedModelType , selectedSkin , setSelectedSkin , setSelectedSkinType , actualModel , setSelectedAnimation , setSkinImageUrls , setAnimationPaused } = useWarrior();\n const { selectedMaterialIndex , setSelectedMaterialIndex } = useTools();\n const materialDefs = WarriorSelector_materials[actualModel];\n const materialDef = materialDefs[selectedMaterialIndex];\n const fileInputRef = (0,react.useRef)(null);\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Toolbar\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Field\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n htmlFor: \"ModelSelect\",\n children: \"Model\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n id: \"ModelSelect\",\n value: selectedModel,\n onChange: (event)=>{\n var _defaultSkins_newSelectedModel, _customSkins_newSelectedModel;\n const parentNode = event.target.selectedOptions[0].parentNode;\n const newSelectedModel = event.target.value;\n const { modelType } = parentNode.dataset;\n if (!modelType) {\n throw new Error(\"No data-model-type found\");\n }\n const newModelHasSkin = ((_defaultSkins_newSelectedModel = defaultSkins[newSelectedModel]) === null || _defaultSkins_newSelectedModel === void 0 ? void 0 : _defaultSkins_newSelectedModel.includes(selectedSkin)) || ((_customSkins_newSelectedModel = customSkins[newSelectedModel]) === null || _customSkins_newSelectedModel === void 0 ? void 0 : _customSkins_newSelectedModel.includes(selectedSkin)) || false;\n // startTransition(() => {\n setSelectedAnimation(null);\n setAnimationPaused(false);\n setSelectedModelType(modelType);\n setSelectedModel(newSelectedModel);\n setSelectedMaterialIndex(0);\n if (!newModelHasSkin) {\n var _modelDefaults_newSelectedModel;\n setSelectedSkin((_modelDefaults_newSelectedModel = modelDefaults[newSelectedModel]) !== null && _modelDefaults_newSelectedModel !== void 0 ? _modelDefaults_newSelectedModel : null);\n setSelectedSkinType(\"default\");\n }\n // });\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"optgroup\", {\n label: \"Players\",\n \"data-model-type\": \"player\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lmale\",\n children: \"Human Male • Light\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mmale\",\n children: \"Human Male • Medium\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hmale\",\n children: \"Human Male • Heavy\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lfemale\",\n children: \"Human Female • Light\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mfemale\",\n children: \"Human Female • Medium\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hfemale\",\n children: \"Human Female • Heavy\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lbioderm\",\n children: \"Bioderm • Light\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mbioderm\",\n children: \"Bioderm • Medium\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hbioderm\",\n children: \"Bioderm • Heavy\"\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"optgroup\", {\n label: \"Weapons\",\n \"data-model-type\": \"weapon\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"disc\",\n children: \"Disc Launcher\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"chaingun\",\n children: \"Chaingun\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"grenade_launcher\",\n children: \"Grenade Launcher\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"sniper\",\n children: \"Laser Rifle\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"energy\",\n children: \"Blaster\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"shocklance\",\n children: \"Shocklance\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"elf\",\n children: \"ELF Projector\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"missile\",\n children: \"Missile Launcher\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"mortar\",\n children: \"Mortar\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"repair\",\n children: \"Repair Pack\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"targeting\",\n children: \"Targeting Laser\"\n })\n ]\n })\n ]\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Field\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n htmlFor: \"SkinSelect\",\n children: \"Skin\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Buttons\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n id: \"SkinSelect\",\n value: selectedSkin !== null && selectedSkin !== void 0 ? selectedSkin : \"\",\n onChange: async (event)=>{\n const parentNode = event.target.selectedOptions[0].parentNode;\n var _parentNode_dataset_skinType;\n const skinType = event.target.value ? (_parentNode_dataset_skinType = parentNode.dataset.skinType) !== null && _parentNode_dataset_skinType !== void 0 ? _parentNode_dataset_skinType : null : null;\n setSelectedSkin(event.target.value || null);\n setSelectedSkinType(skinType);\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"\",\n children: \"Select a skin…\"\n }),\n selectedModelType === \"player\" ? /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Default Skins\",\n \"data-skin-type\": \"default\",\n children: (_defaultSkins_actualModel = defaultSkins[actualModel]) === null || _defaultSkins_actualModel === void 0 ? void 0 : _defaultSkins_actualModel.map((name)=>{\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: name,\n children: name\n }, name);\n })\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Custom Skins\",\n \"data-skin-type\": \"custom\",\n children: (_customSkins_actualModel = customSkins[actualModel]) === null || _customSkins_actualModel === void 0 ? void 0 : _customSkins_actualModel.map((name)=>{\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: name,\n children: name\n }, name);\n })\n })\n ]\n }) : null,\n selectedModelType === \"weapon\" ? /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n modelDefaults[actualModel] ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Default Skins\",\n \"data-skin-type\": \"default\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: modelDefaults[actualModel],\n children: \"Default\"\n })\n }) : null,\n ((_customSkins_actualModel1 = customSkins[actualModel]) === null || _customSkins_actualModel1 === void 0 ? void 0 : _customSkins_actualModel1.length) ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"optgroup\", {\n label: \"Custom Skins\",\n \"data-skin-type\": \"custom\",\n children: customSkins[actualModel].map((name)=>/*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: name,\n children: name\n }, name))\n }) : null\n ]\n }) : null\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n \"aria-label\": \"Load Skin\",\n title: \"Load a Skin\",\n onClick: ()=>{\n if (fileInputRef.current) {\n fileInputRef.current.click();\n }\n },\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(ai_index_esm/* AiTwotoneFolderOpen */.FjK, {\n style: {\n fontSize: 18\n }\n })\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"input\", {\n ref: fileInputRef,\n onChange: async (event)=>{\n const imageUrl = await new Promise((resolve, reject)=>{\n var _event_target_files;\n const inputFile = (_event_target_files = event.target.files) === null || _event_target_files === void 0 ? void 0 : _event_target_files[0];\n if (inputFile) {\n const reader = new FileReader();\n reader.addEventListener(\"load\", (event)=>{\n var _event_target;\n resolve((_event_target = event.target) === null || _event_target === void 0 ? void 0 : _event_target.result);\n });\n reader.readAsDataURL(inputFile);\n } else {\n reject(new Error(\"No input file provided.\"));\n }\n });\n setSelectedSkin(null);\n setSkinImageUrls({\n [materialDef.name]: imageUrl\n });\n },\n type: \"file\",\n accept: \".png, image/png\",\n hidden: true\n })\n ]\n })\n ]\n })\n ]\n });\n}\n\n;// CONCATENATED MODULE: ./src/WarriorProvider.tsx\n\n\n\n\n\nconst { publicRuntimeConfig: WarriorProvider_publicRuntimeConfig } = config_default()();\nconst { materials: WarriorProvider_materials , modelDefaults: WarriorProvider_modelDefaults } = WarriorProvider_publicRuntimeConfig;\nconst baseSkinPath = \"https://exogen.github.io/t2-skins/skins\";\nfunction getSkinImageUrls(param) {\n let { basePath , actualModel , selectedModelType , selectedSkin , selectedSkinType } = param;\n const materialDefs = WarriorProvider_materials[actualModel];\n switch(selectedModelType){\n case \"player\":\n switch(selectedSkinType){\n case \"default\":\n return {\n base: \"\".concat(basePath, \"/textures/\").concat(selectedSkin, \".\").concat(actualModel, \".png\")\n };\n case \"custom\":\n return {\n base: \"\".concat(baseSkinPath, \"/\").concat(selectedSkin, \".\").concat(actualModel, \".png\")\n };\n }\n break;\n case \"weapon\":\n return materialDefs.reduce((skinImageUrls, materialDef)=>{\n if (materialDef) {\n switch(selectedSkinType){\n case \"default\":\n if (materialDef.hasDefault !== false) {\n var _materialDef_file;\n skinImageUrls[materialDef.name] = \"\".concat(basePath, \"/textures/\").concat((_materialDef_file = materialDef.file) !== null && _materialDef_file !== void 0 ? _materialDef_file : materialDef.name, \".png\");\n }\n break;\n case \"custom\":\n var _materialDef_file1;\n skinImageUrls[materialDef.name] = \"\".concat(baseSkinPath, \"/\").concat(selectedSkin, \"/\").concat((_materialDef_file1 = materialDef.file) !== null && _materialDef_file1 !== void 0 ? _materialDef_file1 : materialDef.name, \".png\");\n break;\n }\n }\n return skinImageUrls;\n }, {});\n }\n return {};\n}\nfunction getModelUrl(basePath, actualModel, selectedAnimation) {\n switch(actualModel){\n default:\n return \"\".concat(basePath, \"/\").concat(actualModel).concat(selectedAnimation ? \".anim\" : \"\", \".glb\");\n }\n}\nfunction WarriorProvider(param) {\n let { children } = param;\n const [selectedModel, setSelectedModel] = (0,react.useState)(\"lmale\");\n const [selectedModelType, setSelectedModelType] = (0,react.useState)(\"player\");\n const [selectedSkin, setSelectedSkin] = (0,react.useState)(\"Blood Eagle\");\n const [selectedSkinType, setSelectedSkinType] = (0,react.useState)(\"default\");\n const [selectedAnimation, setSelectedAnimation] = (0,react.useState)(null);\n const [animationPaused, setAnimationPaused] = (0,react.useState)(false);\n const { basePath } = useSettings();\n const actualModel = selectedModel === \"hfemale\" ? \"hmale\" : selectedModel;\n const selectedModelUrl = getModelUrl(basePath, actualModel, selectedAnimation);\n const [skinImageUrls, setSkinImageUrls] = (0,react.useState)(()=>getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType\n }));\n const defaultSkinImageUrls = (0,react.useMemo)(()=>getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin: WarriorProvider_modelDefaults[actualModel],\n selectedSkinType: \"default\"\n }), [\n actualModel,\n basePath,\n selectedModelType\n ]);\n const context = (0,react.useMemo)(()=>{\n return {\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls\n };\n }, [\n selectedModel,\n setSelectedModel,\n selectedModelType,\n setSelectedModelType,\n actualModel,\n selectedModelUrl,\n animationPaused,\n setAnimationPaused,\n selectedSkin,\n setSelectedSkin,\n selectedSkinType,\n setSelectedSkinType,\n selectedAnimation,\n setSelectedAnimation,\n skinImageUrls,\n setSkinImageUrls,\n defaultSkinImageUrls\n ]);\n (0,react.useEffect)(()=>{\n if (selectedSkin) {\n setSkinImageUrls(getSkinImageUrls({\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType\n }));\n }\n }, [\n basePath,\n actualModel,\n selectedModelType,\n selectedSkin,\n selectedSkinType\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(WarriorContext.Provider, {\n value: context,\n children: children\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/next/dynamic.js\nvar dynamic = __webpack_require__(5152);\nvar dynamic_default = /*#__PURE__*/__webpack_require__.n(dynamic);\n;// CONCATENATED MODULE: ./src/useEnvironment.ts\n\nconst EnvironmentContext = react.createContext(null);\nEnvironmentContext.displayName = \"EnvironmentContext\";\n\nfunction useEnvironment() {\n const context = (0,react.useContext)(EnvironmentContext);\n if (!context) {\n throw new Error(\"No EnvironmentContext.Provider\");\n }\n return context;\n}\n\n;// CONCATENATED MODULE: ./src/useSkin.ts\n\nconst SkinContext = react.createContext(null);\nSkinContext.displayName = \"SkinContext\";\n\nfunction useSkin() {\n const context = (0,react.useContext)(SkinContext);\n if (!context) {\n throw new Error(\"No SkinContext.Provider\");\n }\n return context;\n}\n\n// EXTERNAL MODULE: ./src/useModelViewer.ts\nvar useModelViewer = __webpack_require__(8496);\n;// CONCATENATED MODULE: ./src/Material.tsx\n\n\n\n\nfunction useTexture(param) {\n let { material , materialDef , textureType , imageUrl } = param;\n const { modelViewer } = (0,useModelViewer/* default */.Z)();\n const { basePath } = useSettings();\n (0,react.useEffect)(()=>{\n let stale = false;\n const updateTexture = async ()=>{\n if (!materialDef || materialDef.hidden) {\n if (textureType === \"metallicRoughnessTexture\") {\n return;\n } else {\n material.setAlphaMode(\"BLEND\");\n material.pbrMetallicRoughness.setBaseColorFactor([\n 0,\n 0,\n 0,\n 0\n ]);\n }\n } else {\n const { alphaMode , alphaCutoff , baseColorFactor , emissiveFactor , emissiveTexture =false , metallicFactor =1 , roughnessFactor =1 } = materialDef;\n let textureUrl = imageUrl !== null && imageUrl !== void 0 ? imageUrl : \"\".concat(basePath, \"/white.png\");\n switch(textureType){\n case \"baseColorTexture\":\n if (baseColorFactor) {\n material.pbrMetallicRoughness.setBaseColorFactor(baseColorFactor);\n }\n if (alphaMode) {\n material.setAlphaMode(alphaMode);\n }\n if (alphaCutoff) {\n material.setAlphaCutoff(alphaCutoff);\n }\n if (emissiveFactor) {\n material.setEmissiveFactor(emissiveFactor);\n }\n break;\n case \"metallicRoughnessTexture\":\n material.pbrMetallicRoughness.setMetallicFactor(metallicFactor);\n material.pbrMetallicRoughness.setRoughnessFactor(roughnessFactor);\n if (metallicFactor === 0 && roughnessFactor === 1) {\n textureUrl = \"\".concat(basePath, \"/green.png\");\n }\n }\n const texture = await modelViewer.createTexture(textureUrl);\n if (!stale) {\n material.pbrMetallicRoughness[textureType].setTexture(texture);\n if (textureType === \"baseColorTexture\" && emissiveTexture) {\n material.emissiveTexture.setTexture(texture);\n }\n }\n }\n };\n updateTexture();\n return ()=>{\n stale = true;\n };\n }, [\n basePath,\n modelViewer,\n material,\n materialDef,\n textureType,\n imageUrl\n ]);\n}\nfunction Material(param) {\n let { material , materialDef } = param;\n const { getSkinImages } = useSkin();\n var _getSkinImages;\n const { colorImageUrl , metallicImageUrl } = (_getSkinImages = getSkinImages(material.name)) !== null && _getSkinImages !== void 0 ? _getSkinImages : {};\n useTexture({\n material,\n materialDef,\n textureType: \"baseColorTexture\",\n imageUrl: colorImageUrl\n });\n useTexture({\n material,\n materialDef,\n textureType: \"metallicRoughnessTexture\",\n imageUrl: metallicImageUrl\n });\n return null;\n}\n\n;// CONCATENATED MODULE: ./src/Materials.tsx\n\n\n\n\n\nconst { publicRuntimeConfig: Materials_publicRuntimeConfig } = config_default()();\nconst { materials: Materials_materials } = Materials_publicRuntimeConfig;\nfunction Materials() {\n const { actualModel } = useWarrior();\n const { model } = (0,useModelViewer/* default */.Z)();\n const materialDefs = Materials_materials[actualModel];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(jsx_runtime.Fragment, {\n children: model.materials.map((material, i)=>{\n var _materialDefs_find;\n const materialDef = (_materialDefs_find = materialDefs.find((materialDef)=>materialDef.index === i)) !== null && _materialDefs_find !== void 0 ? _materialDefs_find : materialDefs[i];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(Material, {\n material: material,\n materialDef: materialDef\n }, material.name);\n })\n });\n}\n\n;// CONCATENATED MODULE: ./src/WarriorViewer.tsx\n\n\n\n\n\n\nconst ModelViewer = dynamic_default()(()=>Promise.all(/* import() */[__webpack_require__.e(737), __webpack_require__.e(258), __webpack_require__.e(990)]).then(__webpack_require__.bind(__webpack_require__, 85)), {\n loadableGenerated: {\n webpack: ()=>[\n /*require.resolve*/(85)\n ]\n },\n ssr: false\n});\nconst { publicRuntimeConfig: WarriorViewer_publicRuntimeConfig } = config_default()();\nconst { cameraOverrides } = WarriorViewer_publicRuntimeConfig;\nfunction WarriorViewer() {\n var _cameraOverrides_selectedModel, _cameraOverrides_selectedModel1;\n const { selectedModel , selectedModelUrl , selectedModelType , selectedAnimation , animationPaused } = useWarrior();\n const { environmentImageUrl } = useEnvironment();\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(ModelViewer, {\n modelUrl: selectedModelUrl,\n environmentImageUrl: environmentImageUrl,\n animationName: selectedAnimation,\n animationPaused: animationPaused,\n cameraOrbit: selectedModelType === \"weapon\" ? \"315deg 70deg 105%\" : undefined,\n cameraTarget: (_cameraOverrides_selectedModel = cameraOverrides[selectedModel]) === null || _cameraOverrides_selectedModel === void 0 ? void 0 : _cameraOverrides_selectedModel.target,\n fieldOfView: (_cameraOverrides_selectedModel1 = cameraOverrides[selectedModel]) === null || _cameraOverrides_selectedModel1 === void 0 ? void 0 : _cameraOverrides_selectedModel1.fov,\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(Materials, {})\n });\n}\n\n;// CONCATENATED MODULE: ./src/EnvironmentSelector.tsx\n\n\nfunction EnvironmentSelector() {\n const { selectedEnvironment , setSelectedEnvironment } = useEnvironment();\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n htmlFor: \"EnvMapSelect\",\n children: \"Environment\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n id: \"EnvMapSelect\",\n value: selectedEnvironment !== null && selectedEnvironment !== void 0 ? selectedEnvironment : \"\",\n onChange: (event)=>{\n setSelectedEnvironment(event.target.value || null);\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"\",\n children: \"Default\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"clarens_night_02_1k.hdr\",\n children: \"Clarens Night\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"dry_cracked_lake_1k.hdr\",\n children: \"Dry Cracked Lake\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"fouriesburg_mountain_midday_1k.hdr\",\n children: \"Fouriesburg Mountain\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"goegap_1k.hdr\",\n children: \"Goegap\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"hilly_terrain_01_1k.hdr\",\n children: \"Hilly Terrain\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"kloofendal_48d_partly_cloudy_puresky_1k.hdr\",\n children: \"Kloofendal Partly Cloudy\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"kloppenheim_06_puresky_1k.hdr\",\n children: \"Kloppenheim\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"lilienstein_1k.hdr\",\n children: \"Lilienstein\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"spruit_sunrise_1k_HDR.hdr\",\n children: \"Spruit Sunrise\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"umhlanga_sunrise_1k.hdr\",\n children: \"Umhlanga Sunrise\"\n })\n ]\n })\n ]\n });\n}\n\n;// CONCATENATED MODULE: ./src/AnimationSelector.tsx\n\n\n\n\n\nconst { publicRuntimeConfig: AnimationSelector_publicRuntimeConfig } = config_default()();\nconst { animations , animationLabels , animationLabelOverrides } = AnimationSelector_publicRuntimeConfig;\nfunction AnimationSelector() {\n const { actualModel , selectedModelType , selectedAnimation , setSelectedAnimation , animationPaused , setAnimationPaused } = useWarrior();\n var _animations_actualModel;\n const animationList = (0,react.useMemo)(()=>[\n ...selectedModelType === \"player\" ? animations.global : [],\n ...(_animations_actualModel = animations[actualModel]) !== null && _animations_actualModel !== void 0 ? _animations_actualModel : []\n ], [\n actualModel,\n selectedModelType\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"label\", {\n children: \"Animation\"\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Buttons\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"select\", {\n value: selectedAnimation !== null && selectedAnimation !== void 0 ? selectedAnimation : \"\",\n onChange: (event)=>{\n setSelectedAnimation(event.target.value || null);\n setAnimationPaused(false);\n },\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: \"\",\n children: \"None\"\n }),\n animationList.map((animationName)=>{\n var _animationLabelOverrides_actualModel;\n var _animationLabelOverrides_actualModel_animationName;\n const label = (_animationLabelOverrides_actualModel_animationName = (_animationLabelOverrides_actualModel = animationLabelOverrides[actualModel]) === null || _animationLabelOverrides_actualModel === void 0 ? void 0 : _animationLabelOverrides_actualModel[animationName]) !== null && _animationLabelOverrides_actualModel_animationName !== void 0 ? _animationLabelOverrides_actualModel_animationName : animationLabels[animationName];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: animationName,\n children: label !== null && label !== void 0 ? label : animationName\n }, animationName);\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"button\", {\n type: \"button\",\n disabled: !selectedAnimation,\n onClick: ()=>{\n setAnimationPaused((animationPaused)=>!animationPaused);\n },\n children: animationPaused || !selectedAnimation ? /*#__PURE__*/ (0,jsx_runtime.jsx)(io_index_esm/* IoMdPlay */.v$e, {}) : /*#__PURE__*/ (0,jsx_runtime.jsx)(io_index_esm/* IoMdPause */.IWN, {})\n })\n ]\n })\n ]\n });\n}\n\n;// CONCATENATED MODULE: ./src/EnvironmentProvider.tsx\n\n\n\n\nfunction EnvironmentProvider(param) {\n let { children } = param;\n const [selectedEnvironment, setSelectedEnvironment] = (0,react.useState)(null);\n const { basePath } = useSettings();\n const context = (0,react.useMemo)(()=>{\n const environmentImageUrl = selectedEnvironment ? \"\".concat(basePath, \"/\").concat(selectedEnvironment) : null;\n return {\n selectedEnvironment,\n setSelectedEnvironment,\n environmentImageUrl\n };\n }, [\n basePath,\n selectedEnvironment,\n setSelectedEnvironment\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(EnvironmentContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/SkinProvider.tsx\n\n\n\nfunction SkinProvider(param) {\n let { children } = param;\n const [materialSkins, setMaterialSkins] = (0,react.useState)({});\n const setters = (0,react.useMemo)(()=>({\n setSkinImages (materialName, skinImages) {\n setMaterialSkins((materialSkins)=>{\n return {\n ...materialSkins,\n [materialName]: skinImages\n };\n });\n },\n setColorImageUrl (materialName, colorImageUrl) {\n setMaterialSkins((materialSkins)=>{\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n colorImageUrl\n }\n };\n });\n },\n setMetallicImageUrl (materialName, metallicImageUrl) {\n setMaterialSkins((materialSkins)=>{\n return {\n ...materialSkins,\n [materialName]: {\n ...materialSkins[materialName],\n metallicImageUrl\n }\n };\n });\n }\n }), []);\n const context = (0,react.useMemo)(()=>{\n return {\n materialSkins,\n getSkinImages (materialName) {\n return materialSkins[materialName];\n },\n getColorImageUrl (materialName) {\n return materialSkins[materialName].colorImageUrl;\n },\n getMetallicImageUrl (materialName) {\n return materialSkins[materialName].metallicImageUrl;\n },\n ...setters\n };\n }, [\n materialSkins,\n setters\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(SkinContext.Provider, {\n value: context,\n children: children\n });\n}\n\n;// CONCATENATED MODULE: ./src/MaterialSelector.tsx\n\n\n\n\nconst { publicRuntimeConfig: MaterialSelector_publicRuntimeConfig } = config_default()();\nconst { materials: MaterialSelector_materials } = MaterialSelector_publicRuntimeConfig;\nfunction MaterialSelector() {\n const { actualModel } = useWarrior();\n const { selectedMaterialIndex , setSelectedMaterialIndex } = useTools();\n const materialDefs = MaterialSelector_materials[actualModel];\n var _materialDef_label;\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"select\", {\n value: selectedMaterialIndex,\n onChange: (event)=>{\n setSelectedMaterialIndex(parseInt(event.target.value, 10));\n },\n children: materialDefs.map((materialDef, i)=>materialDef ? /*#__PURE__*/ (0,jsx_runtime.jsx)(\"option\", {\n value: i,\n children: (_materialDef_label = materialDef.label) !== null && _materialDef_label !== void 0 ? _materialDef_label : materialDef.name\n }, materialDef.name) : null)\n });\n}\n\n;// CONCATENATED MODULE: ./src/Canvas.tsx\n\n\n\n\n\n\n\nfunction updateObjectControlOptions() {\n fabric.fabric.Object.prototype.set({\n transparentCorners: false,\n borderColor: \"#8afff1\",\n cornerSize: 9,\n cornerStyle: \"circle\",\n cornerColor: \"#8afff1\",\n cornerStrokeColor: \"#1c9f7c\",\n strokeWidth: 10,\n perPixelTargetFind: true\n });\n}\nfunction Canvas(param) {\n let { canvasId , onChange , baseImageUrl , textureSize , defaultDrawingMode =false } = param;\n const canvasElementRef = (0,react.useRef)(null);\n const [canvas, setCanvas] = (0,react.useState)(null);\n const { activeCanvas } = useTools();\n const { canvasPadding } = useSettings();\n const { registerCanvas , unregisterCanvas } = src_useCanvas();\n const [isDrawingMode, setDrawingMode] = (0,react.useState)(defaultDrawingMode);\n const handleChangeRef = (0,react.useRef)();\n const trackChanges = (0,react.useRef)(true);\n const [undoHistory, setUndoHistory] = (0,react.useState)(()=>[]);\n const [redoHistory, setRedoHistory] = (0,react.useState)(()=>[]);\n const canUndo = undoHistory.length > 1;\n const canRedo = redoHistory.length > 0;\n const handleChange = (0,react.useCallback)((canvas)=>{\n const handleChange = handleChangeRef.current;\n if (handleChange) {\n handleChange(canvas);\n }\n }, []);\n const undo = (0,react.useCallback)(async ()=>{\n if (!canvas) {\n return;\n }\n if (undoHistory.length > 1) {\n const [restoreState, currentState] = undoHistory.slice(-2);\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(restoreState, ()=>{\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory)=>undoHistory.slice(0, -1));\n setRedoHistory((redoHistory)=>[\n currentState,\n ...redoHistory\n ]);\n }\n }, [\n canvas,\n undoHistory\n ]);\n const redo = (0,react.useCallback)(()=>{\n if (!canvas) {\n return;\n }\n if (redoHistory.length > 0) {\n const nextState = redoHistory[0];\n trackChanges.current = false;\n canvas.renderOnAddRemove = false;\n canvas.clear();\n canvas.loadFromJSON(nextState, ()=>{\n canvas.renderAll();\n trackChanges.current = true;\n canvas.renderOnAddRemove = true;\n });\n setUndoHistory((undoHistory)=>[\n ...undoHistory,\n nextState\n ]);\n setRedoHistory((redoHistory)=>redoHistory.slice(1));\n }\n }, [\n canvas,\n redoHistory\n ]);\n (0,react.useEffect)(()=>{\n handleChangeRef.current = onChange;\n }, [\n onChange\n ]);\n const isActive = activeCanvas === canvasId;\n (0,react.useEffect)(()=>{\n const options = {\n preserveObjectStacking: true,\n targetFindTolerance: 2\n };\n updateObjectControlOptions();\n const canvas = new fabric.fabric.Canvas(canvasElementRef.current, options);\n let isSnapshotting = false;\n let changeTimer;\n const handleChangeWithCanvasArg = ()=>{\n handleChange(canvas);\n };\n const handleRender = ()=>{\n if (isSnapshotting) {\n return;\n }\n if (!trackChanges.current) {\n return;\n }\n clearTimeout(changeTimer);\n changeTimer = setTimeout(()=>{\n const snapshot = snapshotCanvas();\n setUndoHistory((history)=>[\n ...history.slice(-5),\n snapshot\n ]);\n setRedoHistory([]);\n }, 150);\n };\n const snapshotCanvas = ()=>{\n isSnapshotting = true;\n const snapshot = canvas.toJSON([\n \"lockMovementX\",\n \"lockMovementY\",\n \"lockRotation\",\n \"lockScalingX\",\n \"lockScalingY\",\n \"selectable\",\n \"hoverCursor\",\n \"moveCursor\"\n ]);\n isSnapshotting = false;\n return snapshot;\n };\n canvas.on(\"object:modified\", handleChangeWithCanvasArg);\n canvas.on(\"object:added\", handleChangeWithCanvasArg);\n canvas.on(\"object:removed\", handleChangeWithCanvasArg);\n canvas.on(\"after:render\", handleRender);\n setCanvas(canvas);\n return ()=>{\n clearTimeout(changeTimer);\n setCanvas(null);\n canvas.dispose();\n };\n }, [\n handleChange\n ]);\n (0,react.useEffect)(()=>{\n if (canvas) {\n canvas.isDrawingMode = isDrawingMode;\n }\n }, [\n canvas,\n isDrawingMode\n ]);\n (0,react.useEffect)(()=>{\n if (canvas && isActive) {\n canvas.calcOffset();\n }\n }, [\n canvas,\n isActive\n ]);\n (0,react.useEffect)(()=>{\n if (canvas) {\n registerCanvas(canvasId, {\n canvas,\n notifyChange: ()=>{\n canvas.renderAll();\n handleChange(canvas);\n },\n undo,\n redo,\n canUndo,\n canRedo,\n isDrawingMode,\n setDrawingMode\n });\n return ()=>{\n unregisterCanvas(canvasId);\n };\n }\n }, [\n canvas,\n registerCanvas,\n unregisterCanvas,\n canvasId,\n handleChange,\n isDrawingMode,\n setDrawingMode,\n undo,\n redo,\n canUndo,\n canRedo\n ]);\n (0,react.useEffect)(()=>{\n if (canvas && textureSize) {\n trackChanges.current = false;\n canvas.clear();\n if (baseImageUrl) {\n let stale = false;\n const addImage = async ()=>{\n const image = await createFabricImage(baseImageUrl);\n if (!stale) {\n if (!image.width || !image.height) {\n throw new Error(\"Zero-height image\");\n }\n image.selectable = false;\n image.lockMovementX = true;\n image.lockMovementY = true;\n image.lockScalingX = true;\n image.lockScalingY = true;\n image.lockRotation = true;\n image.hoverCursor = \"default\";\n image.moveCursor = \"default\";\n const [expectedWidth, expectedHeight] = textureSize;\n const scaleX = image.width === expectedWidth ? 1 : expectedWidth / image.width;\n const scaleY = image.height === expectedHeight ? 1 : expectedHeight / image.height;\n if (scaleX !== 1 || scaleY !== 1) {\n image.scaleX = scaleX;\n image.scaleY = scaleY;\n }\n canvas.centerObject(image);\n canvas.add(image);\n }\n trackChanges.current = true;\n canvas.requestRenderAll();\n };\n addImage();\n return ()=>{\n stale = true;\n };\n }\n }\n }, [\n canvas,\n baseImageUrl,\n textureSize\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"CanvasContainer\",\n \"data-active\": isActive ? \"true\" : \"false\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"canvas\", {\n width: textureSize[0] + canvasPadding * 2,\n height: textureSize[1] + canvasPadding * 2,\n ref: canvasElementRef\n })\n });\n}\n\n;// CONCATENATED MODULE: ./src/useImageLoader.ts\n\nconst ImageLoaderContext = react.createContext(null);\nImageLoaderContext.displayName = \"ImageLoaderContext\";\nfunction useImageLoader() {\n const context = (0,react.useContext)(ImageLoaderContext);\n if (!context) {\n throw new Error(\"ImageLoaderContext.Provider not found!\");\n }\n return context;\n}\n\n;// CONCATENATED MODULE: ./src/ColorCanvas.tsx\n\n\n\n\n\n\n\n\nconst defaultTextureSize = [\n 512,\n 512\n];\nfunction ColorCanvas(param) {\n let { materialDef } = param;\n const { skinImageUrls , defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setColorImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [noAlphaImageUrl, setNoAlphaImageUrl] = (0,react.useState)(null);\n const { removeAlphaFromArrayBuffer } = useImageWorker();\n const { loadImage } = useImageLoader();\n var _materialDef_size;\n const textureSize = (0,react.useMemo)(()=>(_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : defaultTextureSize, [\n materialDef\n ]);\n const handleChange = (0,react.useCallback)(async (canvas)=>{\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n setColorImageUrl(materialDef.name, imageUrl);\n }, [\n textureSize,\n canvasPadding,\n setColorImageUrl,\n materialDef\n ]);\n (0,react.useEffect)(()=>{\n if (skinImageUrl) {\n let stale = false;\n const generateImageUrl = async ()=>{\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await removeAlphaFromArrayBuffer(arrayBuffer);\n if (!stale) {\n setNoAlphaImageUrl(outputImageUrl);\n }\n };\n generateImageUrl();\n return ()=>{\n stale = true;\n };\n } else {\n setNoAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n removeAlphaFromArrayBuffer,\n loadImage\n ]);\n const canvasId = \"\".concat(materialDef.name, \":color\");\n return textureSize ? /*#__PURE__*/ (0,jsx_runtime.jsx)(Canvas, {\n canvasId: canvasId,\n canvasType: \"color\",\n onChange: handleChange,\n baseImageUrl: noAlphaImageUrl,\n textureSize: textureSize\n }, canvasId) : null;\n}\n\n;// CONCATENATED MODULE: ./src/MetallicCanvas.tsx\n\n\n\n\n\n\n\n\nconst MetallicCanvas_defaultTextureSize = [\n 512,\n 512\n];\nfunction MetallicCanvas(param) {\n let { materialDef } = param;\n const { skinImageUrls , defaultSkinImageUrls } = useWarrior();\n const skinImageUrl = skinImageUrls[materialDef.name];\n const defaultSkinImageUrl = defaultSkinImageUrls[materialDef.name];\n const { setMetallicImageUrl } = useSkin();\n const { canvasPadding } = useSettings();\n const [alphaImageUrl, setAlphaImageUrl] = (0,react.useState)(null);\n const runningChangeHandlers = (0,react.useRef)(0);\n const { convertGrayscaleImageUrlToMetallicRoughness , convertArrayBufferAlphaToGrayscale } = useImageWorker();\n const { loadImage } = useImageLoader();\n var _materialDef_size;\n const textureSize = (0,react.useMemo)(()=>(_materialDef_size = materialDef.size) !== null && _materialDef_size !== void 0 ? _materialDef_size : MetallicCanvas_defaultTextureSize, [\n materialDef\n ]);\n const handleChange = (0,react.useCallback)(async (canvas)=>{\n runningChangeHandlers.current += 1;\n const imageUrl = canvas.toDataURL({\n top: canvasPadding,\n left: canvasPadding,\n width: textureSize[0],\n height: textureSize[1]\n });\n let outputImageUrl;\n try {\n outputImageUrl = await convertGrayscaleImageUrlToMetallicRoughness(imageUrl);\n } finally{\n runningChangeHandlers.current -= 1;\n }\n if (runningChangeHandlers.current === 0) {\n setMetallicImageUrl(materialDef.name, outputImageUrl);\n }\n }, [\n textureSize,\n canvasPadding,\n setMetallicImageUrl,\n convertGrayscaleImageUrlToMetallicRoughness,\n materialDef\n ]);\n (0,react.useEffect)(()=>{\n if (skinImageUrl) {\n let stale = false;\n const generateImageUrl = async ()=>{\n let arrayBuffer;\n try {\n arrayBuffer = await loadImage(skinImageUrl);\n } catch (err) {\n if (materialDef.hasDefault !== false) {\n arrayBuffer = await loadImage(defaultSkinImageUrl);\n } else {\n return;\n }\n }\n const outputImageUrl = await convertArrayBufferAlphaToGrayscale(arrayBuffer);\n if (!stale) {\n setAlphaImageUrl(outputImageUrl);\n }\n };\n generateImageUrl();\n return ()=>{\n stale = true;\n };\n } else {\n setAlphaImageUrl(null);\n }\n }, [\n materialDef,\n skinImageUrl,\n defaultSkinImageUrl,\n textureSize,\n convertArrayBufferAlphaToGrayscale,\n loadImage\n ]);\n const canvasId = \"\".concat(materialDef.name, \":metallic\");\n return textureSize ? /*#__PURE__*/ (0,jsx_runtime.jsx)(Canvas, {\n canvasId: canvasId,\n canvasType: \"metallic\",\n onChange: handleChange,\n baseImageUrl: alphaImageUrl,\n textureSize: textureSize,\n defaultDrawingMode: true\n }, canvasId) : null;\n}\n\n;// CONCATENATED MODULE: ./src/MaterialCanvases.tsx\n\n\n\n\n\n\nconst { publicRuntimeConfig: MaterialCanvases_publicRuntimeConfig } = config_default()();\nconst { materials: MaterialCanvases_materials } = MaterialCanvases_publicRuntimeConfig;\nfunction MaterialCanvases() {\n const { actualModel } = useWarrior();\n const materialDefs = MaterialCanvases_materials[actualModel];\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(jsx_runtime.Fragment, {\n children: materialDefs.map((materialDef)=>{\n if (!materialDef) {\n return null;\n }\n const hasMetallic = !(materialDef.metallicFactor === 0 && materialDef.roughnessFactor === 1);\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(react.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(ColorCanvas, {\n materialDef: materialDef\n }),\n hasMetallic ? /*#__PURE__*/ (0,jsx_runtime.jsx)(MetallicCanvas, {\n materialDef: materialDef\n }) : null\n ]\n }, \"\".concat(actualModel, \"-\").concat(materialDef.name));\n })\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/@tanstack/react-query/build/lib/QueryClientProvider.mjs\nvar QueryClientProvider = __webpack_require__(5945);\n;// CONCATENATED MODULE: ./src/ImageLoaderProvider.tsx\n\n\n\n\n\nfunction ImageLoaderProvider(param) {\n let { children } = param;\n const queryClient = (0,QueryClientProvider/* useQueryClient */.NL)();\n const context = (0,react.useMemo)(()=>{\n return {\n async loadImage (imageUrl) {\n if (imageUrl.startsWith(\"data:\")) {\n return imageUrlToArrayBuffer(imageUrl);\n } else {\n const arrayBuffer = await queryClient.fetchQuery({\n queryKey: [\n imageUrl\n ]\n });\n return arrayBuffer;\n }\n }\n };\n }, [\n queryClient\n ]);\n return /*#__PURE__*/ (0,jsx_runtime.jsx)(ImageLoaderContext.Provider, {\n value: context,\n children: children\n });\n}\n\n// EXTERNAL MODULE: ./node_modules/@tanstack/query-core/build/lib/queryClient.mjs + 13 modules\nvar queryClient = __webpack_require__(8709);\n;// CONCATENATED MODULE: ./src/pages/index.tsx\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nasync function imageFetcher(param) {\n let { queryKey } = param;\n const [imageUrl] = queryKey;\n return imageUrlToArrayBuffer(imageUrl);\n}\nconst pages_queryClient = new queryClient/* QueryClient */.S({\n defaultOptions: {\n queries: {\n queryFn: imageFetcher,\n staleTime: Infinity,\n cacheTime: 60000,\n refetchOnWindowFocus: false,\n refetchOnReconnect: false\n }\n }\n});\nfunction HomePage() {\n return /*#__PURE__*/ (0,jsx_runtime.jsxs)(jsx_runtime.Fragment, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)((head_default()), {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"title\", {\n children: \"T2 Model Viewer & Skinner\"\n })\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(QueryClientProvider/* QueryClientProvider */.aH, {\n client: pages_queryClient,\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(\"main\", {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(ImageLoaderProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(WarriorProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(EnvironmentProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsxs)(SkinProvider, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"Viewport\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"ModelTools\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"Field\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(EnvironmentSelector, {})\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(\"div\", {\n className: \"Field\",\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(AnimationSelector, {})\n })\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(WarriorViewer, {})\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(CanvasProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsx)(ToolsProvider, {\n children: /*#__PURE__*/ (0,jsx_runtime.jsxs)(CanvasInteractions, {\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(WarriorSelector, {}),\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"CanvasViewport\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsxs)(\"div\", {\n className: \"CanvasSelector\",\n children: [\n /*#__PURE__*/ (0,jsx_runtime.jsx)(CanvasToggle, {}),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(MaterialSelector, {})\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(CanvasBackdrop, {}),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(MaterialCanvases, {})\n ]\n }),\n /*#__PURE__*/ (0,jsx_runtime.jsx)(CanvasTools, {})\n ]\n })\n })\n })\n ]\n })\n })\n })\n })\n })\n })\n ]\n });\n}\n\n\n/***/ }),\n\n/***/ 8496:\n/***/ (function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"K\": function() { return /* binding */ ModelViewerContext; },\n/* harmony export */ \"Z\": function() { return /* binding */ useModelViewer; }\n/* harmony export */ });\n/* harmony import */ var react__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(7294);\n\nconst ModelViewerContext = react__WEBPACK_IMPORTED_MODULE_0__.createContext(null);\nModelViewerContext.displayName = \"ModelViewerContext\";\nfunction useModelViewer() {\n const context = (0,react__WEBPACK_IMPORTED_MODULE_0__.useContext)(ModelViewerContext);\n if (!context) {\n throw new Error(\"No ModelViewerContext.Provider\");\n }\n return context;\n}\n\n\n/***/ }),\n\n/***/ 6287:\n/***/ (function(__unused_webpack_module, exports, __webpack_require__) {\n\n/* provided dependency */ var Buffer = __webpack_require__(1876)[\"Buffer\"];\n/*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */ var fabric = fabric || {\n version: \"5.2.1\"\n};\nif (true) {\n exports.fabric = fabric;\n} else {}\n/* _AMD_END_ */ if (typeof document !== \"undefined\" && \"object\" !== \"undefined\") {\n if (document instanceof (typeof HTMLDocument !== \"undefined\" ? HTMLDocument : Document)) {\n fabric.document = document;\n } else {\n fabric.document = document.implementation.createHTMLDocument(\"\");\n }\n fabric.window = window;\n} else {\n // assume we're running under node.js when document/window are not present\n var jsdom = __webpack_require__(6734);\n var virtualWindow = new jsdom.JSDOM(decodeURIComponent(\"%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E\"), {\n features: {\n FetchExternalResources: [\n \"img\"\n ]\n },\n resources: \"usable\"\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = (__webpack_require__(6907).implForWrapper);\n fabric.nodeCanvas = (__webpack_require__(4866).Canvas);\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n/**\n * True when in environment that supports touch events\n * @type boolean\n */ fabric.isTouchSupported = \"ontouchstart\" in fabric.window || \"ontouchstart\" in fabric.document || fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0;\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */ fabric.isLikelyNode = typeof Buffer !== \"undefined\" && \"object\" === \"undefined\";\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */ fabric.DPI = 96;\nfabric.reNum = \"(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)\";\nfabric.commaWsp = \"(?:\\\\s+,?\\\\s*|,\\\\s*)\";\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = {};\nfabric.iMatrix = [\n 1,\n 0,\n 0,\n 1,\n 0,\n 0\n];\nfabric.svgNS = \"http://www.w3.org/2000/svg\";\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */ fabric.perfLimitSizeTotal = 2097152;\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */ fabric.maxCacheSideLimit = 4096;\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */ fabric.minCacheSideLimit = 256;\n/**\n * Cache Object for widths of chars in text rendering.\n */ fabric.charWidthsCache = {};\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */ fabric.textureSize = 2048;\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */ fabric.disableStyleCopyPaste = false;\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */ fabric.enableGLFiltering = true;\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */ fabric.devicePixelRatio = fabric.window.devicePixelRatio || fabric.window.webkitDevicePixelRatio || fabric.window.mozDevicePixelRatio || 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */ fabric.browserShadowBlurConstant = 1;\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */ fabric.arcToSegmentsCache = {};\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */ fabric.boundsOfCurveCache = {};\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */ fabric.cachesBoundsOfCurve = true;\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */ fabric.forceGLPutImageData = false;\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log(\"max texture size: \" + fabric.maxTextureSize);\n return new fabric.WebglFilterBackend({\n tileSize: fabric.textureSize\n });\n } else if (fabric.Canvas2dFilterBackend) {\n return new fabric.Canvas2dFilterBackend();\n }\n};\n(function() {\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */ function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n } else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */ function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = {};\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for(var prop in eventName){\n this.on(prop, eventName[prop]);\n }\n } else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n function _once(eventName, handler) {\n var _handler = (function() {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }).bind(this);\n this.on(eventName, _handler);\n }\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for(var prop in eventName){\n _once.call(this, prop, eventName[prop]);\n }\n } else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */ function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for(eventName in this.__eventListeners){\n _removeEventListener.call(this, eventName);\n }\n } else if (arguments.length === 1 && typeof arguments[0] === \"object\") {\n for(var prop in eventName){\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n } else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */ function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n for(var i = 0, len = listenersForEvent.length; i < len; i++){\n listenersForEvent[i] && listenersForEvent[i].call(this, options || {});\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */ fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off\n };\n})();\n/**\n * @namespace fabric.Collection\n */ fabric.Collection = {\n _objects: [],\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */ add: function() {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for(var i = 0, length = arguments.length; i < length; i++){\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */ insertAt: function(object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n } else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */ remove: function() {\n var objects = this._objects, index, somethingRemoved = false;\n for(var i = 0, length = arguments.length; i < length; i++){\n index = objects.indexOf(arguments[i]);\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */ forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for(var i = 0, len = objects.length; i < len; i++){\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */ getObjects: function(type) {\n if (typeof type === \"undefined\") {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */ item: function(index) {\n return this._objects[index];\n },\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */ isEmpty: function() {\n return this._objects.length === 0;\n },\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */ size: function() {\n return this._objects.length;\n },\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */ contains: function(object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n } else if (deep) {\n return this._objects.some(function(obj) {\n return typeof obj.contains === \"function\" && obj.contains(object, true);\n });\n }\n return false;\n },\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */ complexity: function() {\n return this._objects.reduce(function(memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n/**\n * @namespace fabric.CommonMethods\n */ fabric.CommonMethods = {\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */ _setOptions: function(options) {\n for(var prop in options){\n this.set(prop, options[prop]);\n }\n },\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */ _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */ _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n } else {\n callback && callback();\n }\n },\n /**\n * @private\n */ _setObject: function(obj) {\n for(var prop in obj){\n this._set(prop, obj[prop]);\n }\n },\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */ set: function(key, value) {\n if (typeof key === \"object\") {\n this._setObject(key);\n } else {\n this._set(key, value);\n }\n return this;\n },\n _set: function(key, value) {\n this[key] = value;\n },\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */ toggle: function(property) {\n var value = this.get(property);\n if (typeof value === \"boolean\") {\n this.set(property, !value);\n }\n return this;\n },\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */ get: function(property) {\n return this[property];\n }\n};\n(function(global) {\n var sqrt = Math.sqrt, atan2 = Math.atan2, pow = Math.pow, PiBy180 = Math.PI / 180, PiBy2 = Math.PI / 2;\n /**\n * @namespace fabric.util\n */ fabric.util = {\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */ cos: function(angle) {\n if (angle === 0) {\n return 1;\n }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch(angleSlice){\n case 1:\n case 3:\n return 0;\n case 2:\n return -1;\n }\n return Math.cos(angle);\n },\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */ sin: function(angle) {\n if (angle === 0) {\n return 0;\n }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch(angleSlice){\n case 1:\n return sign;\n case 2:\n return 0;\n case 3:\n return -sign;\n }\n return Math.sin(angle);\n },\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */ removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */ getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */ degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */ radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */ rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y), v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */ rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians), cos = fabric.util.cos(radians), rx = vector.x * cos - vector.y * sin, ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n /**\n * Creates a vetor from points represented as a point\n * @static\n * @memberOf fabric.util\n *\n * @typedef {Object} Point\n * @property {number} x\n * @property {number} y\n *\n * @param {Point} from\n * @param {Point} to\n * @returns {Point} vector\n */ createVector: function(from, to) {\n return new fabric.Point(to.x - from.x, to.y - from.y);\n },\n /**\n * Calculates angle between 2 vectors using dot product\n * @static\n * @memberOf fabric.util\n * @param {Point} a\n * @param {Point} b\n * @returns the angle in radian between the vectors\n */ calcAngleBetweenVectors: function(a, b) {\n return Math.acos((a.x * b.x + a.y * b.y) / (Math.hypot(a.x, a.y) * Math.hypot(b.x, b.y)));\n },\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} v\n * @returns {Point} vector representing the unit vector of pointing to the direction of `v`\n */ getHatVector: function(v) {\n return new fabric.Point(v.x, v.y).multiply(1 / Math.hypot(v.x, v.y));\n },\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} A\n * @param {Point} B\n * @param {Point} C\n * @returns {{ vector: Point, angle: number }} vector representing the bisector of A and A's angle\n */ getBisector: function(A, B, C) {\n var AB = fabric.util.createVector(A, B), AC = fabric.util.createVector(A, C);\n var alpha = fabric.util.calcAngleBetweenVectors(AB, AC);\n // check if alpha is relative to AB->BC\n var ro = fabric.util.calcAngleBetweenVectors(fabric.util.rotateVector(AB, alpha), AC);\n var phi = alpha * (ro === 0 ? 1 : -1) / 2;\n return {\n vector: fabric.util.getHatVector(fabric.util.rotateVector(AB, phi)),\n angle: alpha\n };\n },\n /**\n * Project stroke width on points returning 2 projections for each point as follows:\n * - `miter`: 2 points corresponding to the outer boundary and the inner boundary of stroke.\n * - `bevel`: 2 points corresponding to the bevel boundaries, tangent to the bisector.\n * - `round`: same as `bevel`\n * Used to calculate object's bounding box\n * @static\n * @memberOf fabric.util\n * @param {Point[]} points\n * @param {Object} options\n * @param {number} options.strokeWidth\n * @param {'miter'|'bevel'|'round'} options.strokeLineJoin\n * @param {number} options.strokeMiterLimit https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit\n * @param {boolean} options.strokeUniform\n * @param {number} options.scaleX\n * @param {number} options.scaleY\n * @param {boolean} [openPath] whether the shape is open or not, affects the calculations of the first and last points\n * @returns {fabric.Point[]} array of size 2n/4n of all suspected points\n */ projectStrokeOnPoints: function(points, options, openPath) {\n var coords = [], s = options.strokeWidth / 2, strokeUniformScalar = options.strokeUniform ? new fabric.Point(1 / options.scaleX, 1 / options.scaleY) : new fabric.Point(1, 1), getStrokeHatVector = function(v) {\n var scalar = s / Math.hypot(v.x, v.y);\n return new fabric.Point(v.x * scalar * strokeUniformScalar.x, v.y * scalar * strokeUniformScalar.y);\n };\n if (points.length <= 1) {\n return coords;\n }\n points.forEach(function(p, index) {\n var A = new fabric.Point(p.x, p.y), B, C;\n if (index === 0) {\n C = points[index + 1];\n B = openPath ? getStrokeHatVector(fabric.util.createVector(C, A)).addEquals(A) : points[points.length - 1];\n } else if (index === points.length - 1) {\n B = points[index - 1];\n C = openPath ? getStrokeHatVector(fabric.util.createVector(B, A)).addEquals(A) : points[0];\n } else {\n B = points[index - 1];\n C = points[index + 1];\n }\n var bisector = fabric.util.getBisector(A, B, C), bisectorVector = bisector.vector, alpha = bisector.angle, scalar, miterVector;\n if (options.strokeLineJoin === \"miter\") {\n scalar = -s / Math.sin(alpha / 2);\n miterVector = new fabric.Point(bisectorVector.x * scalar * strokeUniformScalar.x, bisectorVector.y * scalar * strokeUniformScalar.y);\n if (Math.hypot(miterVector.x, miterVector.y) / s <= options.strokeMiterLimit) {\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n return;\n }\n }\n scalar = -s * Math.SQRT2;\n miterVector = new fabric.Point(bisectorVector.x * scalar * strokeUniformScalar.x, bisectorVector.y * scalar * strokeUniformScalar.y);\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n });\n return coords;\n },\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */ transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(t[0] * p.x + t[2] * p.y, t[1] * p.x + t[3] * p.y);\n }\n return new fabric.Point(t[0] * p.x + t[2] * p.y + t[4], t[1] * p.x + t[3] * p.y + t[5]);\n },\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */ makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for(var i = 0; i < points.length; i++){\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [\n points[0].x,\n points[1].x,\n points[2].x,\n points[3].x\n ], minX = fabric.util.array.min(xPoints), maxX = fabric.util.array.max(xPoints), width = maxX - minX, yPoints = [\n points[0].y,\n points[1].y,\n points[2].y,\n points[3].y\n ], minY = fabric.util.array.min(yPoints), maxY = fabric.util.array.max(yPoints), height = maxY - minY;\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */ invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]), r = [\n a * t[3],\n -a * t[1],\n -a * t[2],\n a * t[0]\n ], o = fabric.util.transformPoint({\n x: t[4],\n y: t[5]\n }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */ toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */ parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value), number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch(unit[0]){\n case \"mm\":\n return number * fabric.DPI / 25.4;\n case \"cm\":\n return number * fabric.DPI / 2.54;\n case \"in\":\n return number * fabric.DPI;\n case \"pt\":\n return number * fabric.DPI / 72; // or * 4 / 3\n case \"pc\":\n return number * fabric.DPI / 72 * 12; // or * 16\n case \"em\":\n return number * fontSize;\n default:\n return number;\n }\n },\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */ falseFunction: function() {\n return false;\n },\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */ getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */ getSvgAttributes: function(type) {\n var attributes = [\n \"instantiated_by_use\",\n \"style\",\n \"id\",\n \"class\"\n ];\n switch(type){\n case \"linearGradient\":\n attributes = attributes.concat([\n \"x1\",\n \"y1\",\n \"x2\",\n \"y2\",\n \"gradientUnits\",\n \"gradientTransform\"\n ]);\n break;\n case \"radialGradient\":\n attributes = attributes.concat([\n \"gradientUnits\",\n \"gradientTransform\",\n \"cx\",\n \"cy\",\n \"r\",\n \"fx\",\n \"fy\",\n \"fr\"\n ]);\n break;\n case \"stop\":\n attributes = attributes.concat([\n \"offset\",\n \"stop-color\",\n \"stop-opacity\"\n ]);\n break;\n }\n return attributes;\n },\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */ resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n var parts = namespace.split(\".\"), len = parts.length, i, obj = global || fabric.window;\n for(i = 0; i < len; ++i){\n obj = obj[parts[i]];\n }\n return obj;\n },\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */ loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n var img = fabric.util.createImage();\n /** @ignore */ var onLoadCallback = function() {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n img.onload = onLoadCallback;\n /** @ignore */ img.onerror = function() {\n fabric.log(\"Error loading \" + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf(\"data\") !== 0 && crossOrigin !== undefined && crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0, 14) === \"data:image/svg\") {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n img.src = url;\n },\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */ loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement(\"div\");\n div.style.width = div.style.height = \"1px\";\n div.style.left = div.style.top = \"-100%\";\n div.style.position = \"absolute\";\n div.appendChild(img);\n fabric.document.querySelector(\"body\").appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */ img.onload = function() {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */ enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n var enlivenedObjects = [], numLoadedObjects = 0, numTotalObjects = objects.length;\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n objects.forEach(function(o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function(obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n /**\n * Creates corresponding fabric instances residing in an object, e.g. `clipPath`\n * @see {@link fabric.Object.ENLIVEN_PROPS}\n * @param {Object} object\n * @param {Object} [context] assign enlived props to this object (pass null to skip this)\n * @param {(objects:fabric.Object[]) => void} callback\n */ enlivenObjectEnlivables: function(object, context, callback) {\n var enlivenProps = fabric.Object.ENLIVEN_PROPS.filter(function(key) {\n return !!object[key];\n });\n fabric.util.enlivenObjects(enlivenProps.map(function(key) {\n return object[key];\n }), function(enlivedProps) {\n var objects = {};\n enlivenProps.forEach(function(key, index) {\n objects[key] = enlivedProps[index];\n context && (context[key] = enlivedProps[index]);\n });\n callback && callback(objects);\n });\n },\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */ enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n var enlivenedPatterns = [], numLoadedPatterns = 0, numPatterns = patterns.length;\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n patterns.forEach(function(p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n } else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */ groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n } else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== \"undefined\") {\n object.sourcePath = path;\n }\n return object;\n },\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */ populateWithProperties: function(source, destination, properties) {\n if (properties && Array.isArray(properties)) {\n for(var i = 0, len = properties.length; i < len; i++){\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */ createCanvasElement: function() {\n return fabric.document.createElement(\"canvas\");\n },\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */ copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext(\"2d\").drawImage(canvas, 0, 0);\n return newCanvas;\n },\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */ toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL(\"image/\" + format, quality);\n },\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */ createImage: function() {\n return fabric.document.createElement(\"img\");\n },\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */ multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */ qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]), denom = pow(a[0], 2) + pow(a[1], 2), scaleX = sqrt(denom), scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX, skewX = atan2(a[0] * a[2] + a[1] * a[3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */ calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle), cos = fabric.util.cos(theta), sin = fabric.util.sin(theta);\n return [\n cos,\n sin,\n -sin,\n cos,\n 0,\n 0\n ];\n },\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewY]\n * @return {Number[]} transform matrix\n */ calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === \"undefined\" ? 1 : options.scaleX, scaleY = typeof options.scaleY === \"undefined\" ? 1 : options.scaleY, scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0\n ], multiply = fabric.util.multiplyTransformMatrices, degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(scaleMatrix, [\n 1,\n 0,\n Math.tan(degreesToRadians(options.skewX)),\n 1\n ], true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(scaleMatrix, [\n 1,\n Math.tan(degreesToRadians(options.skewY)),\n 0,\n 1\n ], true);\n }\n return scaleMatrix;\n },\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */ composeMatrix: function(options) {\n var matrix = [\n 1,\n 0,\n 0,\n 1,\n options.translateX || 0,\n options.translateY || 0\n ], multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 || options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */ resetObjectTransform: function(target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */ saveObjectTransform: function(target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */ isTransparent: function(ctx, x, y, tolerance) {\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n } else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n } else {\n y = 0;\n }\n }\n var _isTransparent = true, i, temp, imageData = ctx.getImageData(x, y, tolerance * 2 || 1, tolerance * 2 || 1), l = imageData.data.length;\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for(i = 3; i < l; i += 4){\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n imageData = null;\n return _isTransparent;\n },\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */ parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = \"meet\", alignX = \"Mid\", alignY = \"Mid\", aspectRatioAttrs = attribute.split(\" \"), align;\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== \"meet\" && meetOrSlice !== \"slice\") {\n align = meetOrSlice;\n meetOrSlice = \"meet\";\n } else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== \"none\" ? align.slice(1, 4) : \"none\";\n alignY = align !== \"none\" ? align.slice(5, 8) : \"none\";\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */ clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || \"\").toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = {};\n } else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */ limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar), perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return {\n x: Math.floor(roughWidth),\n y: perfLimitSizeY\n };\n },\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */ findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */ findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */ matrixToSVG: function(transform) {\n return \"matrix(\" + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(\" \") + \")\";\n },\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */ removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform), finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */ addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(object, fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix()));\n },\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */ applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform), center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set(\"scaleX\", options.scaleX);\n object.set(\"scaleY\", options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, \"center\", \"center\");\n },\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */ sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2, points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }\n ], transformMatrix = fabric.util.calcDimensionsMatrix(options), bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height\n };\n },\n /**\n * Merges 2 clip paths into one visually equal clip path\n *\n * **IMPORTANT**:\\\n * Does **NOT** clone the arguments, clone them proir if necessary.\n *\n * Creates a wrapper (group) that contains one clip path and is clipped by the other so content is kept where both overlap.\n * Use this method if both the clip paths may have nested clip paths of their own, so assigning one to the other's clip path property is not possible.\n *\n * In order to handle the `inverted` property we follow logic described in the following cases:\\\n * **(1)** both clip paths are inverted - the clip paths pass the inverted prop to the wrapper and loose it themselves.\\\n * **(2)** one is inverted and the other isn't - the wrapper shouldn't become inverted and the inverted clip path must clip the non inverted one to produce an identical visual effect.\\\n * **(3)** both clip paths are not inverted - wrapper and clip paths remain unchanged.\n *\n * @memberOf fabric.util\n * @param {fabric.Object} c1\n * @param {fabric.Object} c2\n * @returns {fabric.Object} merged clip path\n */ mergeClipPaths: function(c1, c2) {\n var a = c1, b = c2;\n if (a.inverted && !b.inverted) {\n // case (2)\n a = c2;\n b = c1;\n }\n // `b` becomes `a`'s clip path so we transform `b` to `a` coordinate plane\n fabric.util.applyTransformToObject(b, fabric.util.multiplyTransformMatrices(fabric.util.invertTransform(a.calcTransformMatrix()), b.calcTransformMatrix()));\n // assign the `inverted` prop to the wrapping group\n var inverted = a.inverted && b.inverted;\n if (inverted) {\n // case (1)\n a.inverted = b.inverted = false;\n }\n return new fabric.Group([\n a\n ], {\n clipPath: b,\n inverted: inverted\n });\n },\n /**\n * @memberOf fabric.util\n * @param {Object} prevStyle first style to compare\n * @param {Object} thisStyle second style to compare\n * @param {boolean} forTextSpans whether to check overline, underline, and line-through properties\n * @return {boolean} true if the style changed\n */ hasStyleChanged: function(prevStyle, thisStyle, forTextSpans) {\n forTextSpans = forTextSpans || false;\n return prevStyle.fill !== thisStyle.fill || prevStyle.stroke !== thisStyle.stroke || prevStyle.strokeWidth !== thisStyle.strokeWidth || prevStyle.fontSize !== thisStyle.fontSize || prevStyle.fontFamily !== thisStyle.fontFamily || prevStyle.fontWeight !== thisStyle.fontWeight || prevStyle.fontStyle !== thisStyle.fontStyle || prevStyle.deltaY !== thisStyle.deltaY || forTextSpans && (prevStyle.overline !== thisStyle.overline || prevStyle.underline !== thisStyle.underline || prevStyle.linethrough !== thisStyle.linethrough);\n },\n /**\n * Returns the array form of a text object's inline styles property with styles grouped in ranges\n * rather than per character. This format is less verbose, and is better suited for storage\n * so it is used in serialization (not during runtime).\n * @memberOf fabric.util\n * @param {object} styles per character styles for a text object\n * @param {String} text the text string that the styles are applied to\n * @return {{start: number, end: number, style: object}[]}\n */ stylesToArray: function(styles, text) {\n // clone style structure to prevent mutation\n var styles = fabric.util.object.clone(styles, true), textLines = text.split(\"\\n\"), charIndex = -1, prevStyle = {}, stylesArray = [];\n //loop through each textLine\n for(var i = 0; i < textLines.length; i++){\n if (!styles[i]) {\n //no styles exist for this line, so add the line's length to the charIndex total\n charIndex += textLines[i].length;\n continue;\n }\n //loop through each character of the current line\n for(var c = 0; c < textLines[i].length; c++){\n charIndex++;\n var thisStyle = styles[i][c];\n //check if style exists for this character\n if (thisStyle) {\n var styleChanged = fabric.util.hasStyleChanged(prevStyle, thisStyle, true);\n if (styleChanged) {\n stylesArray.push({\n start: charIndex,\n end: charIndex + 1,\n style: thisStyle\n });\n } else {\n //if style is the same as previous character, increase end index\n stylesArray[stylesArray.length - 1].end++;\n }\n }\n prevStyle = thisStyle || {};\n }\n }\n return stylesArray;\n },\n /**\n * Returns the object form of the styles property with styles that are assigned per\n * character rather than grouped by range. This format is more verbose, and is\n * only used during runtime (not for serialization/storage)\n * @memberOf fabric.util\n * @param {Array} styles the serialized form of a text object's styles\n * @param {String} text the text string that the styles are applied to\n * @return {Object}\n */ stylesFromArray: function(styles, text) {\n if (!Array.isArray(styles)) {\n return styles;\n }\n var textLines = text.split(\"\\n\"), charIndex = -1, styleIndex = 0, stylesObject = {};\n //loop through each textLine\n for(var i = 0; i < textLines.length; i++){\n //loop through each character of the current line\n for(var c = 0; c < textLines[i].length; c++){\n charIndex++;\n //check if there's a style collection that includes the current character\n if (styles[styleIndex] && styles[styleIndex].start <= charIndex && charIndex < styles[styleIndex].end) {\n //create object for line index if it doesn't exist\n stylesObject[i] = stylesObject[i] || {};\n //assign a style at this character's index\n stylesObject[i][c] = Object.assign({}, styles[styleIndex].style);\n //if character is at the end of the current style collection, move to the next\n if (charIndex === styles[styleIndex].end - 1) {\n styleIndex++;\n }\n }\n }\n }\n return stylesObject;\n }\n };\n})( true ? exports : 0);\n(function() {\n var _join = Array.prototype.join, commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n }, repeatedCommands = {\n m: \"l\",\n M: \"L\"\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2), sinth2 = fabric.util.sin(th2), costh3 = fabric.util.cos(th3), sinth3 = fabric.util.sin(th3), toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1, toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1, cp1X = fromX + mT * (-cosTh * rx * sinth2 - sinTh * ry * costh2), cp1Y = fromY + mT * (-sinTh * rx * sinth2 + cosTh * ry * costh2), cp2X = toX + mT * (cosTh * rx * sinth3 + sinTh * ry * costh3), cp2Y = toY + mT * (sinTh * rx * sinth3 - cosTh * ry * costh3);\n return [\n \"C\",\n cp1X,\n cp1Y,\n cp2X,\n cp2Y,\n toX,\n toY\n ];\n }\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */ function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180, sinTh = fabric.util.sin(th), cosTh = fabric.util.cos(th), fromX = 0, fromY = 0;\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5, py = -cosTh * toY * 0.5 + sinTh * toX * 0.5, rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px, pl = rx2 * ry2 - rx2 * py2 - ry2 * px2, root = 0;\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n } else {\n root = (large === sweep ? -1.0 : 1.0) * Math.sqrt(pl / (rx2 * py2 + ry2 * px2));\n }\n var cx = root * rx * py / ry, cy = -root * ry * px / rx, cx1 = cosTh * cx - sinTh * cy + toX * 0.5, cy1 = sinTh * cx + cosTh * cy + toY * 0.5, mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry), dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n } else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)), result = [], mDelta = dtheta / segments, mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2), th3 = mTheta + mDelta;\n for(var i = 0; i < segments; i++){\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n /*\n * Private\n */ function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux), tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n } else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */ // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n var sqrt = Math.sqrt, min = Math.min, max = Math.max, abs = Math.abs, tvalues = [], bounds = [\n [],\n []\n ], a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n for(var i = 0; i < 2; ++i){\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n var x, y, j = tvalues.length, jlen = j, mt;\n while(j--){\n t = tvalues[j];\n mt = 1 - t;\n x = mt * mt * mt * x0 + 3 * mt * mt * t * x1 + 3 * mt * t * t * x2 + t * t * t * x3;\n bounds[0][j] = x;\n y = mt * mt * mt * y0 + 3 * mt * mt * t * y1 + 3 * mt * t * t * y2 + t * t * t * y3;\n bounds[1][j] = y;\n }\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */ function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1], ry = coords[2], rot = coords[3], large = coords[4], sweep = coords[5], tx = coords[6], ty = coords[7], segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n for(var i = 0, len = segsNorm.length; i < len; i++){\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n }\n ;\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */ function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length, // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted, // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for(i = 0; i < len; ++i){\n converted = false;\n current = path[i].slice(0);\n switch(current[0]){\n case \"l\":\n current[0] = \"L\";\n current[1] += x;\n current[2] += y;\n // falls through\n case \"L\":\n x = current[1];\n y = current[2];\n break;\n case \"h\":\n current[1] += x;\n // falls through\n case \"H\":\n current[0] = \"L\";\n current[2] = y;\n x = current[1];\n break;\n case \"v\":\n current[1] += y;\n // falls through\n case \"V\":\n current[0] = \"L\";\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case \"m\":\n current[0] = \"M\";\n current[1] += x;\n current[2] += y;\n // falls through\n case \"M\":\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case \"c\":\n current[0] = \"C\";\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case \"C\":\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case \"s\":\n current[0] = \"S\";\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case \"S\":\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === \"C\") {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n } else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = \"C\";\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case \"q\":\n current[0] = \"Q\";\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case \"Q\":\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case \"t\":\n current[0] = \"T\";\n current[1] += x;\n current[2] += y;\n // falls through\n case \"T\":\n if (previous === \"Q\") {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n } else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = \"Q\";\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case \"a\":\n current[0] = \"A\";\n current[6] += x;\n current[7] += y;\n // falls through\n case \"A\":\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case \"z\":\n case \"Z\":\n x = x1;\n y = y1;\n break;\n default:\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n }\n ;\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */ function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var invT = 1 - pct, tangentX = 3 * invT * invT * (p2x - p1x) + 6 * invT * pct * (p3x - p2x) + 3 * pct * pct * (p4x - p3x), tangentY = 3 * invT * invT * (p2y - p1y) + 6 * invT * pct * (p3y - p2y) + 3 * pct * pct * (p4y - p3y);\n return Math.atan2(tangentY, tangentX);\n };\n }\n function QB1(t) {\n return t * t;\n }\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var invT = 1 - pct, tangentX = 2 * invT * (p2x - p1x) + 2 * pct * (p3x - p2x), tangentY = 2 * invT * (p2y - p1y) + 2 * pct * (p3y - p2y);\n return Math.atan2(tangentY, tangentX);\n };\n }\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = {\n x: x1,\n y: y1\n }, p, tmpLen = 0, perc;\n for(perc = 1; perc <= 100; perc += 1){\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */ function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = {\n x: segInfo.x,\n y: segInfo.y\n }, p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while(tmpLen < distance && nextStep > 0.0001){\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if (nextLen + tmpLen > distance) {\n // we discard this step and we make smaller steps.\n perc -= nextStep;\n nextStep /= 2;\n } else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */ function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current, //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for(var i = 0; i < len; i++){\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0]\n };\n switch(current[0]){\n case \"M\":\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case \"L\":\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case \"C\":\n iterator = getPointOnCubicBezierIterator(x1, y1, current[1], current[2], current[3], current[4], current[5], current[6]);\n angleFinder = getTangentCubicIterator(x1, y1, current[1], current[2], current[3], current[4], current[5], current[6]);\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case \"Q\":\n iterator = getPointOnQuadraticBezierIterator(x1, y1, current[1], current[2], current[3], current[4]);\n angleFinder = getTangentQuadraticIterator(x1, y1, current[1], current[2], current[3], current[4]);\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case \"Z\":\n case \"z\":\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({\n length: totalLength,\n x: x1,\n y: y1\n });\n return info;\n }\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while(distance - infos[i].length > 0 && i < infos.length - 2){\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length, command = segInfo.command, segment = path[i], info;\n switch(command){\n case \"M\":\n return {\n x: segInfo.x,\n y: segInfo.y,\n angle: 0\n };\n case \"Z\":\n case \"z\":\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(new fabric.Point(segInfo.destX, segInfo.destY), segPercent);\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case \"L\":\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(new fabric.Point(segment[1], segment[2]), segPercent);\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case \"C\":\n return findPercentageForDistance(segInfo, distance);\n case \"Q\":\n return findPercentageForDistance(segInfo, distance);\n }\n }\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */ function parsePath(pathString) {\n var result = [], coords = [], currentPath, parsed, re = fabric.rePathCommand, rNumber = \"[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*\", rNumberCommaWsp = \"(\" + rNumber + \")\" + fabric.commaWsp, rFlagCommaWsp = \"([01])\" + fabric.commaWsp + \"?\", rArcSeq = rNumberCommaWsp + \"?\" + rNumberCommaWsp + \"?\" + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp + rNumberCommaWsp + \"?(\" + rNumber + \")\", regArcArgumentSequence = new RegExp(rArcSeq, \"g\"), match, coordsStr, // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n for(var i = 0, coordsParsed, len = path.length; i < len; i++){\n currentPath = path[i];\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n var command = currentPath.charAt(0);\n coordsParsed = [\n command\n ];\n if (command.toLowerCase() === \"a\") {\n // arcs have special flags that apparently don't require spaces so handle special\n for(var args; args = regArcArgumentSequence.exec(coordsStr);){\n for(var j = 1; j < args.length; j++){\n coords.push(args[j]);\n }\n }\n } else {\n while(match = re.exec(coordsStr)){\n coords.push(match[0]);\n }\n }\n for(var j = 0, jlen = coords.length; j < jlen; j++){\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n var commandLength = commandLengths[command.toLowerCase()], repeatedCommand = repeatedCommands[command] || command;\n if (coordsParsed.length - 1 > commandLength) {\n for(var k = 1, klen = coordsParsed.length; k < klen; k += commandLength){\n result.push([\n command\n ].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n } else {\n result.push(coordsParsed);\n }\n }\n return result;\n }\n ;\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */ function getSmoothPathFromPoints(points, correction) {\n var path = [], i, p1 = new fabric.Point(points[0].x, points[0].y), p2 = new fabric.Point(points[1].x, points[1].y), len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push([\n \"M\",\n p1.x - multSignX * correction,\n p1.y - multSignY * correction\n ]);\n for(i = 1; i < len; i++){\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push([\n \"Q\",\n p1.x,\n p1.y,\n midPoint.x,\n midPoint.y\n ]);\n }\n p1 = points[i];\n if (i + 1 < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push([\n \"L\",\n p1.x + multSignX * correction,\n p1.y + multSignY * correction\n ]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */ function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(transform, [\n 1,\n 0,\n 0,\n 1,\n -pathOffset.x,\n -pathOffset.y\n ]);\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for(var i = 1; i < pathSegment.length - 1; i += 2){\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */ fabric.util.joinPath = function(pathData) {\n return pathData.map(function(segment) {\n return segment.join(\" \");\n }).join(\" \");\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n})();\n(function() {\n var slice = Array.prototype.slice;\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */ function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for(var i = 0, len = array.length; i < len; i++){\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */ function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */ function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n /**\n * @private\n */ function fill(array, value) {\n var k = array.length;\n while(k--){\n array[k] = value;\n }\n return array;\n }\n /**\n * @private\n */ function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n var i = array.length - 1, result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while(i--){\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n } else {\n while(i--){\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n /**\n * @namespace fabric.util.array\n */ fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n})();\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */ function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n } else if (source instanceof Array) {\n destination = [];\n for(var i = 0, len = source.length; i < len; i++){\n destination[i] = extend({}, source[i], deep);\n }\n } else if (source && typeof source === \"object\") {\n for(var property in source){\n if (property === \"canvas\" || property === \"group\") {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n } else if (source.hasOwnProperty(property)) {\n destination[property] = extend({}, source[property], deep);\n }\n }\n } else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n } else {\n for(var property in source){\n destination[property] = source[property];\n }\n }\n return destination;\n }\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */ //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({}, object, deep);\n }\n /** @namespace fabric.util.object */ fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n(function() {\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */ function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : \"\";\n });\n }\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */ function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() + (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */ function escapeXml(string) {\n return string.replace(/&/g, \"&\").replace(/\"/g, \""\").replace(/'/g, \"'\").replace(//g, \">\");\n }\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */ function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for(i = 0, chr; i < textstring.length; i++){\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n if (isNaN(code)) {\n return \"\"; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= i + 1) {\n throw \"High surrogate without following low surrogate\";\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw \"High surrogate without following low surrogate\";\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw \"Low surrogate without preceding high surrogate\";\n }\n var prev = str.charCodeAt(i - 1);\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw \"Low surrogate without preceding high surrogate\";\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n /**\n * String utilities\n * @namespace fabric.util.string\n */ fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n(function() {\n var slice = Array.prototype.slice, emptyFunction = function() {}, IS_DONTENUM_BUGGY = function() {\n for(var p in {\n toString: 1\n }){\n if (p === \"toString\") {\n return false;\n }\n }\n return true;\n }(), /** @ignore */ addMethods = function(klass, source, parent) {\n for(var property in source){\n if (property in klass.prototype && typeof klass.prototype[property] === \"function\" && (source[property] + \"\").indexOf(\"callSuper\") > -1) {\n klass.prototype[property] = function(property) {\n return function() {\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n if (property !== \"initialize\") {\n return returnValue;\n }\n };\n }(property);\n } else {\n klass.prototype[property] = source[property];\n }\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n function Subclass() {}\n function callSuper(methodName) {\n var parentMethod = null, _this = this;\n // climb prototype chain to find method not equal to callee's method\n while(_this.constructor.superclass){\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n if (!parentMethod) {\n return console.log(\"tried to callSuper \" + methodName + \", method not found in prototype chain\", this);\n }\n return arguments.length > 1 ? parentMethod.apply(this, slice.call(arguments, 1)) : parentMethod.call(this);\n }\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */ function createClass() {\n var parent = null, properties = slice.call(arguments, 0);\n if (typeof properties[0] === \"function\") {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n klass.superclass = parent;\n klass.subclasses = [];\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for(var i = 0, length = properties.length; i < length; i++){\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n fabric.util.createClass = createClass;\n})();\n(function() {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement(\"div\").attachEvent, touchEvents = [\n \"touchstart\",\n \"touchmove\",\n \"touchend\"\n ];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */ fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */ fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n fabric.util.getPointer = function(event) {\n var element = event.target, scroll = fabric.util.getScrollLeftTop(element), _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === \"touch\";\n };\n})();\n(function() {\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */ function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === \"string\") {\n element.style.cssText += \";\" + styles;\n return styles.indexOf(\"opacity\") > -1 ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1]) : element;\n }\n for(var property in styles){\n if (property === \"opacity\") {\n setOpacity(element, styles[property]);\n } else {\n var normalizedProperty = property === \"float\" || property === \"cssFloat\" ? typeof elementStyle.styleFloat === \"undefined\" ? \"cssFloat\" : \"styleFloat\" : property;\n elementStyle.setProperty(normalizedProperty, styles[property]);\n }\n }\n return element;\n }\n var parseEl = fabric.document.createElement(\"div\"), supportsOpacity = typeof parseEl.style.opacity === \"string\", supportsFilters = typeof parseEl.style.filter === \"string\", reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/, /** @ignore */ setOpacity = function(element) {\n return element;\n };\n if (supportsOpacity) {\n /** @ignore */ setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n } else if (supportsFilters) {\n /** @ignore */ setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? \"\" : \"alpha(opacity=\" + value * 100 + \")\";\n es.filter = es.filter.replace(reOpacity, value);\n } else {\n es.filter += \" alpha(opacity=\" + value * 100 + \")\";\n }\n return element;\n };\n }\n fabric.util.setStyle = setStyle;\n})();\n(function() {\n var _slice = Array.prototype.slice;\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */ function getById(id) {\n return typeof id === \"string\" ? fabric.document.getElementById(id) : id;\n }\n var sliceCanConvertNodelists, /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */ toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n } catch (err) {}\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while(i--){\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */ function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for(var prop in attributes){\n if (prop === \"class\") {\n el.className = attributes[prop];\n } else if (prop === \"for\") {\n el.htmlFor = attributes[prop];\n } else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */ function addClass(element, className) {\n if (element && (\" \" + element.className + \" \").indexOf(\" \" + className + \" \") === -1) {\n element.className += (element.className ? \" \" : \"\") + className;\n }\n }\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */ function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === \"string\") {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */ function getScrollLeftTop(element) {\n var left = 0, top = 0, docElement = fabric.document.documentElement, body = fabric.document.body || {\n scrollLeft: 0,\n scrollTop: 0\n };\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while(element && (element.parentNode || element.host)){\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n } else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n if (element.nodeType === 1 && element.style.position === \"fixed\") {\n break;\n }\n }\n return {\n left: left,\n top: top\n };\n }\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */ function getElementOffset(element) {\n var docElem, doc = element && element.ownerDocument, box = {\n left: 0,\n top: 0\n }, offset = {\n left: 0,\n top: 0\n }, scrollLeftTop, offsetAttributes = {\n borderLeftWidth: \"left\",\n borderTopWidth: \"top\",\n paddingLeft: \"left\",\n paddingTop: \"top\"\n };\n if (!doc) {\n return offset;\n }\n for(var attr in offsetAttributes){\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n docElem = doc.documentElement;\n if (typeof element.getBoundingClientRect !== \"undefined\") {\n box = element.getBoundingClientRect();\n }\n scrollLeftTop = getScrollLeftTop(element);\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */ var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n } else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n (function() {\n var style = fabric.document.documentElement.style, selectProp = \"userSelect\" in style ? \"userSelect\" : \"MozUserSelect\" in style ? \"MozUserSelect\" : \"WebkitUserSelect\" in style ? \"WebkitUserSelect\" : \"KhtmlUserSelect\" in style ? \"KhtmlUserSelect\" : \"\";\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */ function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== \"undefined\") {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = \"none\";\n } else if (typeof element.unselectable === \"string\") {\n element.unselectable = \"on\";\n }\n return element;\n }\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */ function makeElementSelectable(element) {\n if (typeof element.onselectstart !== \"undefined\") {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = \"\";\n } else if (typeof element.unselectable === \"string\") {\n element.unselectable = \"\";\n }\n return element;\n }\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n }\n ;\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */ fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n})();\n(function() {\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? \"&\" : \"?\") + param;\n }\n function emptyFn() {}\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */ function request(url, options) {\n options || (options = {});\n var method = options.method ? options.method.toUpperCase() : \"GET\", onComplete = options.onComplete || function() {}, xhr = new fabric.window.XMLHttpRequest(), body = options.body || options.parameters;\n /** @ignore */ xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n if (method === \"GET\") {\n body = null;\n if (typeof options.parameters === \"string\") {\n url = addParamToUrl(url, options.parameters);\n }\n }\n xhr.open(method, url, true);\n if (method === \"POST\" || method === \"PUT\") {\n xhr.setRequestHeader(\"Content-Type\", \"application/x-www-form-urlencoded\");\n }\n xhr.send(body);\n return xhr;\n }\n fabric.util.request = request;\n})();\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */ fabric.log = console.log;\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */ fabric.warn = console.warn;\n(function() {\n var extend = fabric.util.object.extend, clone = fabric.util.object.clone;\n /**\n * @typedef {Object} AnimationOptions\n * Animation of a value or list of values.\n * When using lists, think of something like this:\n * fabric.util.animate({\n * startValue: [1, 2, 3],\n * endValue: [2, 4, 6],\n * onChange: function([a, b, c]) {\n * canvas.zoomToPoint({x: b, y: c}, a)\n * canvas.renderAll()\n * }\n * });\n * @example\n * @property {Function} [onChange] Callback; invoked on every value change\n * @property {Function} [onComplete] Callback; invoked when value change is completed\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * var animationOptions = { startValue: 0, endValue: 1, byValue: 0.25 }\n * var animationOptions = { startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] }\n * @property {number | number[]} [startValue=0] Starting value\n * @property {number | number[]} [endValue=100] Ending value\n * @property {number | number[]} [byValue=100] Value to modify the property by\n * @property {Function} [easing] Easing function\n * @property {Number} [duration=500] Duration of change (in ms)\n * @property {Function} [abort] Additional function with logic. If returns true, animation aborts.\n *\n * @typedef {() => void} CancelFunction\n *\n * @typedef {Object} AnimationCurrentState\n * @property {number | number[]} currentValue value in range [`startValue`, `endValue`]\n * @property {number} completionRate value in range [0, 1]\n * @property {number} durationRate value in range [0, 1]\n *\n * @typedef {(AnimationOptions & AnimationCurrentState & { cancel: CancelFunction }} AnimationContext\n */ /**\n * Array holding all running animations\n * @memberof fabric\n * @type {AnimationContext[]}\n */ var RUNNING_ANIMATIONS = [];\n fabric.util.object.extend(RUNNING_ANIMATIONS, {\n /**\n * cancel all running animations at the next requestAnimFrame\n * @returns {AnimationContext[]}\n */ cancelAll: function() {\n var animations = this.splice(0);\n animations.forEach(function(animation) {\n animation.cancel();\n });\n return animations;\n },\n /**\n * cancel all running animations attached to canvas at the next requestAnimFrame\n * @param {fabric.Canvas} canvas\n * @returns {AnimationContext[]}\n */ cancelByCanvas: function(canvas) {\n if (!canvas) {\n return [];\n }\n var cancelled = this.filter(function(animation) {\n return typeof animation.target === \"object\" && animation.target.canvas === canvas;\n });\n cancelled.forEach(function(animation) {\n animation.cancel();\n });\n return cancelled;\n },\n /**\n * cancel all running animations for target at the next requestAnimFrame\n * @param {*} target\n * @returns {AnimationContext[]}\n */ cancelByTarget: function(target) {\n var cancelled = this.findAnimationsByTarget(target);\n cancelled.forEach(function(animation) {\n animation.cancel();\n });\n return cancelled;\n },\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {number}\n */ findAnimationIndex: function(cancelFunc) {\n return this.indexOf(this.findAnimation(cancelFunc));\n },\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {AnimationContext | undefined} animation's options object\n */ findAnimation: function(cancelFunc) {\n return this.find(function(animation) {\n return animation.cancel === cancelFunc;\n });\n },\n /**\n *\n * @param {*} target the object that is assigned to the target property of the animation context\n * @returns {AnimationContext[]} array of animation options object associated with target\n */ findAnimationsByTarget: function(target) {\n if (!target) {\n return [];\n }\n return this.filter(function(animation) {\n return animation.target === target;\n });\n }\n });\n function noop() {\n return false;\n }\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {AnimationOptions} [options] Animation options\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * fabric.util.animate({ startValue: 0, endValue: 1, byValue: 0.25 })\n * fabric.util.animate({ startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] })\n * @returns {CancelFunction} cancel function\n */ function animate(options) {\n options || (options = {});\n var cancel = false, context, removeFromRegistry = function() {\n var index = fabric.runningAnimations.indexOf(context);\n return index > -1 && fabric.runningAnimations.splice(index, 1)[0];\n };\n context = extend(clone(options), {\n cancel: function() {\n cancel = true;\n return removeFromRegistry();\n },\n currentValue: \"startValue\" in options ? options.startValue : 0,\n completionRate: 0,\n durationRate: 0\n });\n fabric.runningAnimations.push(context);\n requestAnimFrame(function(timestamp) {\n var start = timestamp || +new Date(), duration = options.duration || 500, finish = start + duration, time, onChange = options.onChange || noop, abort = options.abort || noop, onComplete = options.onComplete || noop, easing = options.easing || defaultEasing, isMany = \"startValue\" in options ? options.startValue.length > 0 : false, startValue = \"startValue\" in options ? options.startValue : 0, endValue = \"endValue\" in options ? options.endValue : 100, byValue = options.byValue || (isMany ? startValue.map(function(value, i) {\n return endValue[i] - startValue[i];\n }) : endValue - startValue);\n options.onStart && options.onStart();\n (function tick(ticktime) {\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : time - start, timePerc = currentTime / duration, current = isMany ? startValue.map(function(_value, i) {\n return easing(currentTime, startValue[i], byValue[i], duration);\n }) : easing(currentTime, startValue, byValue, duration), valuePerc = isMany ? Math.abs((current[0] - startValue[0]) / byValue[0]) : Math.abs((current - startValue) / byValue);\n // update context\n context.currentValue = isMany ? current.slice() : current;\n context.completionRate = valuePerc;\n context.durationRate = timePerc;\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n removeFromRegistry();\n return;\n }\n if (time > finish) {\n // update context\n context.currentValue = isMany ? endValue.slice() : endValue;\n context.completionRate = 1;\n context.durationRate = 1;\n // execute callbacks\n onChange(isMany ? endValue.slice() : endValue, 1, 1);\n onComplete(endValue, 1, 1);\n removeFromRegistry();\n return;\n } else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n return context.cancel;\n }\n var _requestAnimFrame = fabric.window.requestAnimationFrame || fabric.window.webkitRequestAnimationFrame || fabric.window.mozRequestAnimationFrame || fabric.window.oRequestAnimationFrame || fabric.window.msRequestAnimationFrame || function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */ function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n fabric.runningAnimations = RUNNING_ANIMATIONS;\n})();\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = \"rgba(\" + parseInt(begin[0] + pos * (end[0] - begin[0]), 10) + \",\" + parseInt(begin[1] + pos * (end[1] - begin[1]), 10) + \",\" + parseInt(begin[2] + pos * (end[2] - begin[2]), 10);\n color += \",\" + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += \")\";\n return color;\n }\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */ function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(), endColor = new fabric.Color(toColor).getSource(), originalOnComplete = options.onComplete, originalOnChange = options.onChange;\n options = options || {};\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function(currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing ? options.colorEasing(currentTime, duration) : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(calculateColor(endColor, endColor, 0), valuePerc, timePerc);\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(calculateColor(current, current, 0), valuePerc, timePerc);\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n fabric.util.animateColor = animateColor;\n})();\n(function(global) {\n \"use strict\";\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */ var fabric = global.fabric || (global.fabric = {});\n if (fabric.Point) {\n fabric.warn(\"fabric.Point is already defined\");\n return;\n }\n fabric.Point = Point;\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */ function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n Point.prototype = /** @lends fabric.Point.prototype */ {\n type: \"point\",\n constructor: Point,\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */ add: function(that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */ addEquals: function(that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */ scalarAdd: function(scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ scalarAddEquals: function(scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */ subtract: function(that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */ subtractEquals: function(that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */ scalarSubtract: function(scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ scalarSubtractEquals: function(scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */ multiply: function(scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ multiplyEquals: function(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */ divide: function(scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */ divideEquals: function(scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ eq: function(that) {\n return this.x === that.x && this.y === that.y;\n },\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ lt: function(that) {\n return this.x < that.x && this.y < that.y;\n },\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ lte: function(that) {\n return this.x <= that.x && this.y <= that.y;\n },\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ gt: function(that) {\n return this.x > that.x && this.y > that.y;\n },\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */ gte: function(that) {\n return this.x >= that.x && this.y >= that.y;\n },\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */ lerp: function(that, t) {\n if (typeof t === \"undefined\") {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */ distanceFrom: function(that) {\n var dx = this.x - that.x, dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */ midPointFrom: function(that) {\n return this.lerp(that);\n },\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */ min: function(that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */ max: function(that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n /**\n * Returns string representation of this point\n * @return {String}\n */ toString: function() {\n return this.x + \",\" + this.y;\n },\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */ setXY: function(x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */ setX: function(x) {\n this.x = x;\n return this;\n },\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */ setY: function(y) {\n this.y = y;\n return this;\n },\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */ setFromPoint: function(that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */ swap: function(that) {\n var x = this.x, y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */ clone: function() {\n return new Point(this.x, this.y);\n }\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */ var fabric = global.fabric || (global.fabric = {});\n if (fabric.Intersection) {\n fabric.warn(\"fabric.Intersection is already defined\");\n return;\n }\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */ function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n fabric.Intersection = Intersection;\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n constructor: Intersection,\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */ appendPoint: function(point) {\n this.points.push(point);\n return this;\n },\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */ appendPoints: function(points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectLineLine = function(a1, a2, b1, b2) {\n var result, uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x), ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x), uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB, ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection(\"Intersection\");\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n } else {\n result = new Intersection();\n }\n } else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection(\"Coincident\");\n } else {\n result = new Intersection(\"Parallel\");\n }\n }\n return result;\n };\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(), length = points.length, b1, b2, inter, i;\n for(i = 0; i < length; i++){\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = \"Intersection\";\n }\n return result;\n };\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectPolygonPolygon = function(points1, points2) {\n var result = new Intersection(), length = points1.length, i;\n for(i = 0; i < length; i++){\n var a1 = points1[i], a2 = points1[(i + 1) % length], inter = Intersection.intersectLinePolygon(a1, a2, points2);\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = \"Intersection\";\n }\n return result;\n };\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */ fabric.Intersection.intersectPolygonRectangle = function(points, r1, r2) {\n var min = r1.min(r2), max = r1.max(r2), topRight = new fabric.Point(max.x, min.y), bottomLeft = new fabric.Point(min.x, max.y), inter1 = Intersection.intersectLinePolygon(min, topRight, points), inter2 = Intersection.intersectLinePolygon(topRight, max, points), inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points), inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points), result = new Intersection();\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n if (result.points.length > 0) {\n result.status = \"Intersection\";\n }\n return result;\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {});\n if (fabric.Color) {\n fabric.warn(\"fabric.Color is already defined.\");\n return;\n }\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */ function Color(color) {\n if (!color) {\n this.setSource([\n 0,\n 0,\n 0,\n 1\n ]);\n } else {\n this._tryParsingColor(color);\n }\n }\n fabric.Color = Color;\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */ _tryParsingColor: function(color) {\n var source;\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n if (color === \"transparent\") {\n source = [\n 255,\n 255,\n 255,\n 0\n ];\n }\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [\n 0,\n 0,\n 0,\n 1\n ];\n }\n if (source) {\n this.setSource(source);\n }\n },\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */ _rgbToHsl: function(r, g, b) {\n r /= 255;\n g /= 255;\n b /= 255;\n var h, s, l, max = fabric.util.array.max([\n r,\n g,\n b\n ]), min = fabric.util.array.min([\n r,\n g,\n b\n ]);\n l = (max + min) / 2;\n if (max === min) {\n h = s = 0; // achromatic\n } else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch(max){\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */ getSource: function() {\n return this._source;\n },\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */ setSource: function(source) {\n this._source = source;\n },\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */ toRgb: function() {\n var source = this.getSource();\n return \"rgb(\" + source[0] + \",\" + source[1] + \",\" + source[2] + \")\";\n },\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */ toRgba: function() {\n var source = this.getSource();\n return \"rgba(\" + source[0] + \",\" + source[1] + \",\" + source[2] + \",\" + source[3] + \")\";\n },\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */ toHsl: function() {\n var source = this.getSource(), hsl = this._rgbToHsl(source[0], source[1], source[2]);\n return \"hsl(\" + hsl[0] + \",\" + hsl[1] + \"%,\" + hsl[2] + \"%)\";\n },\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */ toHsla: function() {\n var source = this.getSource(), hsl = this._rgbToHsl(source[0], source[1], source[2]);\n return \"hsla(\" + hsl[0] + \",\" + hsl[1] + \"%,\" + hsl[2] + \"%,\" + source[3] + \")\";\n },\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */ toHex: function() {\n var source = this.getSource(), r, g, b;\n r = source[0].toString(16);\n r = r.length === 1 ? \"0\" + r : r;\n g = source[1].toString(16);\n g = g.length === 1 ? \"0\" + g : g;\n b = source[2].toString(16);\n b = b.length === 1 ? \"0\" + b : b;\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */ toHexa: function() {\n var source = this.getSource(), a;\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = a.length === 1 ? \"0\" + a : a;\n return this.toHex() + a.toUpperCase();\n },\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */ getAlpha: function() {\n return this.getSource()[3];\n },\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */ setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */ toGrayscale: function() {\n var source = this.getSource(), average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10), currentAlpha = source[3];\n this.setSource([\n average,\n average,\n average,\n currentAlpha\n ]);\n return this;\n },\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */ toBlackWhite: function(threshold) {\n var source = this.getSource(), average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), currentAlpha = source[3];\n threshold = threshold || 127;\n average = Number(average) < Number(threshold) ? 0 : 255;\n this.setSource([\n average,\n average,\n average,\n currentAlpha\n ]);\n return this;\n },\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */ overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n var result = [], alpha = this.getAlpha(), otherAlpha = 0.5, source = this.getSource(), otherSource = otherColor.getSource(), i;\n for(i = 0; i < 3; i++){\n result.push(Math.round(source[i] * (1 - otherAlpha) + otherSource[i] * otherAlpha));\n }\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */ // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */ fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */ fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */ fabric.Color.colorNameMap = {\n aliceblue: \"#F0F8FF\",\n antiquewhite: \"#FAEBD7\",\n aqua: \"#00FFFF\",\n aquamarine: \"#7FFFD4\",\n azure: \"#F0FFFF\",\n beige: \"#F5F5DC\",\n bisque: \"#FFE4C4\",\n black: \"#000000\",\n blanchedalmond: \"#FFEBCD\",\n blue: \"#0000FF\",\n blueviolet: \"#8A2BE2\",\n brown: \"#A52A2A\",\n burlywood: \"#DEB887\",\n cadetblue: \"#5F9EA0\",\n chartreuse: \"#7FFF00\",\n chocolate: \"#D2691E\",\n coral: \"#FF7F50\",\n cornflowerblue: \"#6495ED\",\n cornsilk: \"#FFF8DC\",\n crimson: \"#DC143C\",\n cyan: \"#00FFFF\",\n darkblue: \"#00008B\",\n darkcyan: \"#008B8B\",\n darkgoldenrod: \"#B8860B\",\n darkgray: \"#A9A9A9\",\n darkgrey: \"#A9A9A9\",\n darkgreen: \"#006400\",\n darkkhaki: \"#BDB76B\",\n darkmagenta: \"#8B008B\",\n darkolivegreen: \"#556B2F\",\n darkorange: \"#FF8C00\",\n darkorchid: \"#9932CC\",\n darkred: \"#8B0000\",\n darksalmon: \"#E9967A\",\n darkseagreen: \"#8FBC8F\",\n darkslateblue: \"#483D8B\",\n darkslategray: \"#2F4F4F\",\n darkslategrey: \"#2F4F4F\",\n darkturquoise: \"#00CED1\",\n darkviolet: \"#9400D3\",\n deeppink: \"#FF1493\",\n deepskyblue: \"#00BFFF\",\n dimgray: \"#696969\",\n dimgrey: \"#696969\",\n dodgerblue: \"#1E90FF\",\n firebrick: \"#B22222\",\n floralwhite: \"#FFFAF0\",\n forestgreen: \"#228B22\",\n fuchsia: \"#FF00FF\",\n gainsboro: \"#DCDCDC\",\n ghostwhite: \"#F8F8FF\",\n gold: \"#FFD700\",\n goldenrod: \"#DAA520\",\n gray: \"#808080\",\n grey: \"#808080\",\n green: \"#008000\",\n greenyellow: \"#ADFF2F\",\n honeydew: \"#F0FFF0\",\n hotpink: \"#FF69B4\",\n indianred: \"#CD5C5C\",\n indigo: \"#4B0082\",\n ivory: \"#FFFFF0\",\n khaki: \"#F0E68C\",\n lavender: \"#E6E6FA\",\n lavenderblush: \"#FFF0F5\",\n lawngreen: \"#7CFC00\",\n lemonchiffon: \"#FFFACD\",\n lightblue: \"#ADD8E6\",\n lightcoral: \"#F08080\",\n lightcyan: \"#E0FFFF\",\n lightgoldenrodyellow: \"#FAFAD2\",\n lightgray: \"#D3D3D3\",\n lightgrey: \"#D3D3D3\",\n lightgreen: \"#90EE90\",\n lightpink: \"#FFB6C1\",\n lightsalmon: \"#FFA07A\",\n lightseagreen: \"#20B2AA\",\n lightskyblue: \"#87CEFA\",\n lightslategray: \"#778899\",\n lightslategrey: \"#778899\",\n lightsteelblue: \"#B0C4DE\",\n lightyellow: \"#FFFFE0\",\n lime: \"#00FF00\",\n limegreen: \"#32CD32\",\n linen: \"#FAF0E6\",\n magenta: \"#FF00FF\",\n maroon: \"#800000\",\n mediumaquamarine: \"#66CDAA\",\n mediumblue: \"#0000CD\",\n mediumorchid: \"#BA55D3\",\n mediumpurple: \"#9370DB\",\n mediumseagreen: \"#3CB371\",\n mediumslateblue: \"#7B68EE\",\n mediumspringgreen: \"#00FA9A\",\n mediumturquoise: \"#48D1CC\",\n mediumvioletred: \"#C71585\",\n midnightblue: \"#191970\",\n mintcream: \"#F5FFFA\",\n mistyrose: \"#FFE4E1\",\n moccasin: \"#FFE4B5\",\n navajowhite: \"#FFDEAD\",\n navy: \"#000080\",\n oldlace: \"#FDF5E6\",\n olive: \"#808000\",\n olivedrab: \"#6B8E23\",\n orange: \"#FFA500\",\n orangered: \"#FF4500\",\n orchid: \"#DA70D6\",\n palegoldenrod: \"#EEE8AA\",\n palegreen: \"#98FB98\",\n paleturquoise: \"#AFEEEE\",\n palevioletred: \"#DB7093\",\n papayawhip: \"#FFEFD5\",\n peachpuff: \"#FFDAB9\",\n peru: \"#CD853F\",\n pink: \"#FFC0CB\",\n plum: \"#DDA0DD\",\n powderblue: \"#B0E0E6\",\n purple: \"#800080\",\n rebeccapurple: \"#663399\",\n red: \"#FF0000\",\n rosybrown: \"#BC8F8F\",\n royalblue: \"#4169E1\",\n saddlebrown: \"#8B4513\",\n salmon: \"#FA8072\",\n sandybrown: \"#F4A460\",\n seagreen: \"#2E8B57\",\n seashell: \"#FFF5EE\",\n sienna: \"#A0522D\",\n silver: \"#C0C0C0\",\n skyblue: \"#87CEEB\",\n slateblue: \"#6A5ACD\",\n slategray: \"#708090\",\n slategrey: \"#708090\",\n snow: \"#FFFAFA\",\n springgreen: \"#00FF7F\",\n steelblue: \"#4682B4\",\n tan: \"#D2B48C\",\n teal: \"#008080\",\n thistle: \"#D8BFD8\",\n tomato: \"#FF6347\",\n turquoise: \"#40E0D0\",\n violet: \"#EE82EE\",\n wheat: \"#F5DEB3\",\n white: \"#FFFFFF\",\n whitesmoke: \"#F5F5F5\",\n yellow: \"#FFFF00\",\n yellowgreen: \"#9ACD32\"\n };\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */ function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */ fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */ fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1), g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1), b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */ fabric.Color.fromRgba = Color.fromRgb;\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */ fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */ fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n var h = (parseFloat(match[1]) % 360 + 360) % 360 / 360, s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1), l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1), r, g, b;\n if (s === 0) {\n r = g = b = l;\n } else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s, p = l * 2 - q;\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */ fabric.Color.fromHsla = Color.fromHsl;\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */ fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */ fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf(\"#\") + 1), isShortNotation = value.length === 3 || value.length === 4, isRGBa = value.length === 8 || value.length === 4, r = isShortNotation ? value.charAt(0) + value.charAt(0) : value.substring(0, 2), g = isShortNotation ? value.charAt(1) + value.charAt(1) : value.substring(2, 4), b = isShortNotation ? value.charAt(2) + value.charAt(2) : value.substring(4, 6), a = isRGBa ? isShortNotation ? value.charAt(3) + value.charAt(3) : value.substring(6, 8) : \"FF\";\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */ fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), scaleMap = [\n \"e\",\n \"se\",\n \"s\",\n \"sw\",\n \"w\",\n \"nw\",\n \"n\",\n \"ne\",\n \"e\"\n ], skewMap = [\n \"ns\",\n \"nesw\",\n \"ew\",\n \"nwse\"\n ], controls = {}, LEFT = \"left\", TOP = \"top\", RIGHT = \"right\", BOTTOM = \"bottom\", CENTER = \"center\", opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER\n }, radiansToDegrees = fabric.util.radiansToDegrees, sign = Math.sign || function(x) {\n return (x > 0) - (x < 0) || +x;\n };\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */ function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round(cornerAngle % 360 / 45);\n }\n function fireEvent(eventName, options) {\n var target = options.transform.target, canvas = target.canvas, canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire(\"object:\" + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */ function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey, uniformIsToggled = eventData[uniScaleKey];\n return canvas.uniformScaling && !uniformIsToggled || !canvas.uniformScaling && uniformIsToggled;\n }\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */ function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */ function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === \"x\") {\n return true;\n }\n if (lockY && by === \"y\") {\n return true;\n }\n return false;\n }\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = \"not-allowed\", scaleProportionally = scaleIsProportional(eventData, fabricObject), by = \"\";\n if (control.x !== 0 && control.y === 0) {\n by = \"x\";\n } else if (control.x === 0 && control.y !== 0) {\n by = \"y\";\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + \"-resize\";\n }\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = \"not-allowed\";\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + \"-resize\";\n }\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */ function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? \"skewX\" : \"scaleY\";\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? \"skewY\" : \"scaleX\";\n }\n }\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */ function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return \"not-allowed\";\n }\n return control.cursorStyle;\n }\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y\n }\n };\n }\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */ function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(), constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY), actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */ function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */ function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target, control = target.controls[transform.corner], zoom = target.canvas.getZoom(), padding = target.padding / zoom, localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */ function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */ function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n /**\n * Action handler for skewing on the X axis\n * @private\n */ function skewObjectX(eventData, transform, x, y) {\n var target = transform.target, // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY), localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y), // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x, currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n } else {\n newSkew = radiansToDegrees(Math.atan2(totalSkewSize / target.scaleX, dimNoSkew.y / target.scaleY));\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set(\"skewX\", newSkew);\n compensateScaleForSkew(target, \"skewY\", \"scaleY\", \"y\", dimBeforeSkewing);\n }\n return hasSkewed;\n }\n /**\n * Action handler for skewing on the Y axis\n * @private\n */ function skewObjectY(eventData, transform, x, y) {\n var target = transform.target, // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0), localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y), // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y, currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n } else {\n newSkew = radiansToDegrees(Math.atan2(totalSkewSize / target.scaleY, dimNoSkew.x / target.scaleX));\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set(\"skewY\", newSkew);\n compensateScaleForSkew(target, \"skewX\", \"scaleX\", \"x\", dimBeforeSkewing);\n }\n return hasSkewed;\n }\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n } else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n } else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent(\"skewing\", wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n } else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n } else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent(\"skewing\", wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */ function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform, target = t.target, pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n if (target.lockRotation) {\n return false;\n }\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x), curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x), angle = radiansToDegrees(curAngle - lastAngle + t.theta), hasRotated = true;\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle, snapThreshold = target.snapThreshold || snapAngle, rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle, leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n } else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */ function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target, lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY, by = options.by, newPoint, scaleX, scaleY, dim, scaleProportionally = scaleIsProportional(eventData, target), forbidScaling = scalingIsForbidden(target, by, scaleProportionally), signX, signY, gestureScale = transform.gestureScale;\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n } else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== \"y\" ? sign(newPoint.x) : 1;\n signY = by !== \"x\" ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n if (target.lockScalingFlip && (transform.signX !== signX || transform.signY !== signY)) {\n return false;\n }\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y), original = transform.original, originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) + Math.abs(dim.y * original.scaleY / target.scaleY), scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n } else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== \"y\") {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== \"x\") {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set(\"scaleX\", scaleX);\n !lockScalingY && target.set(\"scaleY\", scaleY);\n } else {\n // forbidden cases already handled on top here.\n by === \"x\" && target.set(\"scaleX\", scaleX);\n by === \"y\" && target.set(\"scaleY\", scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y, {\n by: \"x\"\n });\n }\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y, {\n by: \"y\"\n });\n }\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */ function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y), strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1), multiplier = isTransformCentered(transform) ? 2 : 1, oldWidth = target.width, newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set(\"width\", Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */ function dragHandler(eventData, transform, x, y) {\n var target = transform.target, newLeft = x - transform.offsetX, newTop = y - transform.offsetY, moveX = !target.get(\"lockMovementX\") && target.left !== newLeft, moveY = !target.get(\"lockMovementY\") && target.top !== newTop;\n moveX && target.set(\"left\", newLeft);\n moveY && target.set(\"top\", newTop);\n if (moveX || moveY) {\n fireEvent(\"moving\", commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent(\"rotating\", wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent(\"scaling\", wrapWithFixedAnchor(scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent(\"scaling\", wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent(\"scaling\", wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent(\"resizing\", wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), degreesToRadians = fabric.util.degreesToRadians, controls = fabric.controlsUtils;\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */ function renderCircleControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize, ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize, transparentCorners = typeof styleOverride.transparentCorners !== \"undefined\" ? styleOverride.transparentCorners : fabricObject.transparentCorners, methodName = transparentCorners ? \"stroke\" : \"fill\", stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor), myLeft = left, myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n } else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n } else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */ function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize, ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize, transparentCorners = typeof styleOverride.transparentCorners !== \"undefined\" ? styleOverride.transparentCorners : fabricObject.transparentCorners, methodName = transparentCorners ? \"stroke\" : \"fill\", stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + \"Rect\"](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {});\n function Control(options) {\n for(var i in options){\n this[i] = options[i];\n }\n }\n fabric.Control = Control;\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n /**\n * keep track of control visibility.\n * mainly for backward compatibility.\n * if you do not want to see a control, you can remove it\n * from the controlset.\n * @type {Boolean}\n * @default true\n */ visible: true,\n /**\n * Name of the action that the control will likely execute.\n * This is optional. FabricJS uses to identify what the user is doing for some\n * extra optimizations. If you are writing a custom control and you want to know\n * somewhere else in the code what is going on, you can use this string here.\n * you can also provide a custom getActionName if your control run multiple actions\n * depending on some external state.\n * default to scale since is the most common, used on 4 corners by default\n * @type {String}\n * @default 'scale'\n */ actionName: \"scale\",\n /**\n * Drawing angle of the control.\n * NOT used for now, but name marked as needed for internal logic\n * example: to reuse the same drawing function for different rotated controls\n * @type {Number}\n * @default 0\n */ angle: 0,\n /**\n * Relative position of the control. X\n * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */ x: 0,\n /**\n * Relative position of the control. Y\n * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */ y: 0,\n /**\n * Horizontal offset of the control from the defined position. In pixels\n * Positive offset moves the control to the right, negative to the left.\n * It used when you want to have position of control that does not scale with\n * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n * the boundindbox, with an offset of 30 pixels vertically. Those 30 pixels will\n * stay 30 pixels no matter how the object is big. Another example is having 2\n * controls in the corner, that stay in the same position when the object scale.\n * of the bounding box.\n * @type {Number}\n * @default 0\n */ offsetX: 0,\n /**\n * Vertical offset of the control from the defined position. In pixels\n * Positive offset moves the control to the bottom, negative to the top.\n * @type {Number}\n * @default 0\n */ offsetY: 0,\n /**\n * Sets the length of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */ sizeX: null,\n /**\n * Sets the height of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */ sizeY: null,\n /**\n * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */ touchSizeX: null,\n /**\n * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */ touchSizeY: null,\n /**\n * Css cursor style to display when the control is hovered.\n * if the method `cursorStyleHandler` is provided, this property is ignored.\n * @type {String}\n * @default 'crosshair'\n */ cursorStyle: \"crosshair\",\n /**\n * If controls has an offsetY or offsetX, draw a line that connects\n * the control to the bounding box\n * @type {Boolean}\n * @default false\n */ withConnection: false,\n /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */ actionHandler: function() {},\n /**\n * The control handler for mouse down, provide one to handle mouse down on control\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */ mouseDownHandler: function() {},\n /**\n * The control mouseUpHandler, provide one to handle an effect on mouse up.\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */ mouseUpHandler: function() {},\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */ getActionHandler: function() {\n return this.actionHandler;\n },\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */ getMouseDownHandler: function() {\n return this.mouseDownHandler;\n },\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */ getMouseUpHandler: function() {\n return this.mouseUpHandler;\n },\n /**\n * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n * function you can pass one in the constructor\n * the cursorStyle property\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */ cursorStyleHandler: function(eventData, control /* fabricObject */ ) {\n return control.cursorStyle;\n },\n /**\n * Returns the action name. The basic implementation just return the actionName property.\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */ getActionName: function(eventData, control /* fabricObject */ ) {\n return control.actionName;\n },\n /**\n * Returns controls visibility\n * @param {fabric.Object} object on which the control is displayed\n * @param {String} controlKey key where the control is memorized on the\n * @return {Boolean}\n */ getVisibility: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== \"undefined\") {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */ setVisibility: function(visibility /* name, fabricObject */ ) {\n this.visible = visibility;\n },\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */ ) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY\n }, finalMatrix);\n return point;\n },\n /**\n * Returns the coords for this control based on object values.\n * @param {Number} objectAngle angle from the fabric object holding the control\n * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n * isTouch is true)\n * @param {Number} centerX x coordinate where the control center should be\n * @param {Number} centerY y coordinate where the control center should be\n * @param {boolean} isTouch true if touch corner, false if normal corner\n */ calcCornerCoords: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset, sinHalfOffset, cosHalfOffsetComp, sinHalfOffsetComp, xSize = isTouch ? this.touchSizeX : this.sizeX, ySize = isTouch ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n } else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = xSize && ySize ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */ cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp\n }\n };\n },\n /**\n * Render function for the control.\n * When this function runs the context is unscaled. unrotate. Just retina scaled.\n * all the functions will have to translate to the point left,top before starting Drawing\n * if they want to draw a control where the position is detected.\n * left and top are the result of the positionHandler function\n * @param {RenderingContext2D} ctx the context where the control will be drawn\n * @param {Number} left position of the canvas where we are about to render the control.\n * @param {Number} top position of the canvas where we are about to render the control.\n * @param {Object} styleOverride\n * @param {fabric.Object} fabricObject the object where the control is about to be rendered\n */ render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch(styleOverride.cornerStyle || fabricObject.cornerStyle){\n case \"circle\":\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n }\n };\n})( true ? exports : 0);\n(function() {\n \"use strict\";\n if (fabric.StaticCanvas) {\n fabric.warn(\"fabric.StaticCanvas is already defined.\");\n return;\n }\n // aliases for faster resolution\n var extend = fabric.util.object.extend, getElementOffset = fabric.util.getElementOffset, removeFromArray = fabric.util.removeFromArray, toFixed = fabric.util.toFixed, transformPoint = fabric.util.transformPoint, invertTransform = fabric.util.invertTransform, getNodeCanvas = fabric.util.getNodeCanvas, createCanvasElement = fabric.util.createCanvasElement, CANVAS_INIT_ERROR = new Error(\"Could not initialize `canvas` element\");\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */ fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(el, options) {\n options || (options = {});\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */ backgroundColor: \"\",\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */ backgroundImage: null,\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */ overlayColor: \"\",\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */ overlayImage: null,\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */ includeDefaultValues: true,\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */ stateful: false,\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */ renderOnAddRemove: true,\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */ controlsAboveOverlay: false,\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */ allowTouchScrolling: false,\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */ imageSmoothingEnabled: true,\n /**\n * The transformation (a Canvas 2D API transform matrix) which focuses the viewport\n * @type Array\n * @example Default transform\n * canvas.viewportTransform = [1, 0, 0, 1, 0, 0];\n * @example Scale by 70% and translate toward bottom-right by 50, without skewing\n * canvas.viewportTransform = [0.7, 0, 0, 0.7, 50, 50];\n * @default\n */ viewportTransform: fabric.iMatrix.concat(),\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */ backgroundVpt: true,\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */ overlayVpt: true,\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */ enableRetinaScaling: true,\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */ vptCoords: {},\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */ skipOffscreen: true,\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */ clipPath: undefined,\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */ _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n /**\n * @private\n */ _isRetinaScaling: function() {\n return fabric.devicePixelRatio > 1 && this.enableRetinaScaling;\n },\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */ getRetinaScaling: function() {\n return this._isRetinaScaling() ? Math.max(1, fabric.devicePixelRatio) : 1;\n },\n /**\n * @private\n */ _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute(\"width\", this.width * scaleRatio);\n canvas.setAttribute(\"height\", this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */ calcOffset: function() {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */ setOverlayImage: function(image, callback, options) {\n return this.__setBgOverlayImage(\"overlayImage\", image, callback, options);\n },\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */ // TODO: fix stretched examples\n setBackgroundImage: function(image, callback, options) {\n return this.__setBgOverlayImage(\"backgroundImage\", image, callback, options);\n },\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */ setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor(\"overlayColor\", overlayColor, callback);\n },\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */ setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor(\"backgroundColor\", backgroundColor, callback);\n },\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */ __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === \"string\") {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n } else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n return this;\n },\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */ __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n /**\n * @private\n */ _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = {};\n }\n if (typeof element.getContext === \"undefined\") {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n /**\n * @private\n * @param {Object} [options] Options object\n */ _initOptions: function(options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n if (!this.lowerCanvasEl.style) {\n return;\n }\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n lowerCanvasEl.style.width = this.width + \"px\";\n lowerCanvasEl.style.height = this.height + \"px\";\n this.viewportTransform = this.viewportTransform.slice();\n },\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */ _createLowerCanvas: function(canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n } else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n fabric.util.addClass(this.lowerCanvasEl, \"lower-canvas\");\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n this.contextContainer = this.lowerCanvasEl.getContext(\"2d\");\n },\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */ getWidth: function() {\n return this.width;\n },\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */ getHeight: function() {\n return this.height;\n },\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setWidth: function(value, options) {\n return this.setDimensions({\n width: value\n }, options);\n },\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setHeight: function(value, options) {\n return this.setDimensions({\n height: value\n }, options);\n },\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ setDimensions: function(dimensions, options) {\n var cssValue;\n options = options || {};\n for(var prop in dimensions){\n cssValue = dimensions[prop];\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += \"px\";\n this.hasLostContext = true;\n }\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);\n }\n this._initRetinaScaling();\n this.calcOffset();\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n return this;\n },\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */ _setBackstoreDimension: function(prop, value) {\n this.lowerCanvasEl[prop] = value;\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n this[prop] = value;\n return this;\n },\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */ _setCssDimension: function(prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n return this;\n },\n /**\n * Returns canvas zoom level\n * @return {Number}\n */ getZoom: function() {\n return this.viewportTransform[0];\n },\n /**\n * Sets viewport transformation of this canvas instance\n * @param {Array} vpt a Canvas 2D API transform matrix\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setViewportTransform: function(vpt) {\n var activeObject = this._activeObject, backgroundObject = this.backgroundImage, overlayObject = this.overlayImage, object, i, len;\n this.viewportTransform = vpt;\n for(i = 0, len = this._objects.length; i < len; i++){\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */ zoomToPoint: function(point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */ setZoom: function(value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */ absolutePan: function(point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */ relativePan: function(point) {\n return this.absolutePan(new fabric.Point(-point.x - this.viewportTransform[4], -point.y - this.viewportTransform[5]));\n },\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */ getElement: function() {\n return this.lowerCanvasEl;\n },\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */ _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set(\"canvas\", this);\n obj.setCoords();\n this.fire(\"object:added\", {\n target: obj\n });\n obj.fire(\"added\");\n },\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */ _onObjectRemoved: function(obj) {\n this.fire(\"object:removed\", {\n target: obj\n });\n obj.fire(\"removed\");\n delete obj.canvas;\n },\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */ getContext: function() {\n return this.contextContainer;\n },\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ clear: function() {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = \"\";\n this.overlayColor = \"\";\n if (this._hasITextHandlers) {\n this.off(\"mouse:up\", this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire(\"canvas:cleared\");\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderAll: function() {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */ requestRenderAll: function() {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */ calcViewportBoundaries: function() {\n var points = {}, width = this.width, height = this.height, iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({\n x: 0,\n y: 0\n }, iVpt);\n points.br = transformPoint({\n x: width,\n y: height\n }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire(\"before:render\", {\n ctx: ctx\n });\n this._renderBackground(ctx);\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({\n forClipping: true\n });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire(\"after:render\", {\n ctx: ctx\n });\n },\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = \"destination-in\";\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */ _renderObjects: function(ctx, objects) {\n var i, len;\n for(i = 0, len = objects.length; i < len; ++i){\n objects[i] && objects[i].render(ctx);\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */ _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + \"Color\"], object = this[property + \"Image\"], v = this.viewportTransform, needsVpt = this[property + \"Vpt\"];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive ? fill.toLive(ctx, this) : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, \"background\");\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, \"overlay\");\n },\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n * @deprecated migrate to `getCenterPoint`\n */ getCenter: function() {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n /**\n * Returns coordinates of a center of canvas.\n * @return {fabric.Point} \n */ getCenterPoint: function() {\n return new fabric.Point(this.width / 2, this.height / 2);\n },\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */ centerObjectH: function(object) {\n return this._centerObject(object, new fabric.Point(this.getCenterPoint().x, object.getCenterPoint().y));\n },\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ centerObjectV: function(object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenterPoint().y));\n },\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ centerObject: function(object) {\n var center = this.getCenterPoint();\n return this._centerObject(object, center);\n },\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, vpCenter);\n },\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */ getVpCenter: function() {\n var center = this.getCenterPoint(), iVpt = invertTransform(this.viewportTransform);\n return transformPoint(center, iVpt);\n },\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ _centerObject: function(object, center) {\n object.setPositionByOrigin(center, \"center\", \"center\");\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */ toDatalessJSON: function(propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return this._toObjectMethod(\"toObject\", propertiesToInclude);\n },\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n return this._toObjectMethod(\"toDatalessObject\", propertiesToInclude);\n },\n /**\n * @private\n */ _toObjectMethod: function(methodName, propertiesToInclude) {\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude)\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n return data;\n },\n /**\n * @private\n */ _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n /**\n * @private\n */ _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n /**\n * @private\n */ __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage, bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n } else if (bgColor) {\n data.background = bgColor;\n }\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n } else if (overlayColor) {\n data.overlay = overlayColor;\n }\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n return data;\n },\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ sendToBack: function(object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, objs;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = objs.length; i--;){\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n } else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ bringToFront: function(object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, objs;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = 0; i < objs.length; i++){\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n } else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ sendBackwards: function(object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, idx, newIdx, objs, objsMoved = 0;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = 0; i < objs.length; i++){\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n } else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * @private\n */ _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n if (intersecting) {\n newIdx = idx;\n // traverse down the stack looking for the nearest intersecting object\n for(i = idx - 1; i >= 0; --i){\n var isIntersecting = object.intersectsWithObject(this._objects[i]) || object.isContainedWithinObject(this._objects[i]) || this._objects[i].isContainedWithinObject(object);\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n } else {\n newIdx = idx - 1;\n }\n return newIdx;\n },\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ bringForward: function(object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject, i, obj, idx, newIdx, objs, objsMoved = 0;\n if (object === activeSelection && object.type === \"activeSelection\") {\n objs = activeSelection._objects;\n for(i = objs.length; i--;){\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n } else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n /**\n * @private\n */ _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n if (intersecting) {\n newIdx = idx;\n // traverse up the stack looking for the nearest intersecting object\n for(i = idx + 1, len = this._objects.length; i < len; ++i){\n var isIntersecting = object.intersectsWithObject(this._objects[i]) || object.isContainedWithinObject(this._objects[i]) || this._objects[i].isContainedWithinObject(object);\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n } else {\n newIdx = idx + 1;\n }\n return newIdx;\n },\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ moveTo: function(object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ dispose: function() {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove(\"lower-canvas\");\n fabric.util.setStyle(this.lowerCanvasEl, this._originalCanvasStyle);\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute(\"width\", this.width);\n this.lowerCanvasEl.setAttribute(\"height\", this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */ toString: function() {\n return \"#\";\n }\n });\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n /**\n * @static\n * @type String\n * @default\n */ EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */ supports: function(methodName) {\n var el = createCanvasElement();\n if (!el || !el.getContext) {\n return null;\n }\n var ctx = el.getContext(\"2d\");\n if (!ctx) {\n return null;\n }\n switch(methodName){\n case \"setLineDash\":\n return typeof ctx.setLineDash !== \"undefined\";\n default:\n return null;\n }\n }\n });\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */ fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */ fabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n /**\n * Color of a brush\n * @type String\n * @default\n */ color: \"rgb(0, 0, 0)\",\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */ width: 1,\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */ shadow: null,\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */ strokeLineCap: \"round\",\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */ strokeLineJoin: \"round\",\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */ strokeMiterLimit: 10,\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */ strokeDashArray: null,\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */ limitedToCanvasSize: false,\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */ _setBrushStyles: function(ctx) {\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */ _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n /**\n * Sets brush shadow styles\n * @private\n */ _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n var canvas = this.canvas, shadow = this.shadow, ctx = canvas.contextTop, zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n /**\n * Removes brush shadow styles\n * @private\n */ _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n ctx.shadowColor = \"\";\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */ _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */ fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */ decimate: 0.4,\n /**\n * Draws a straight line between last recorded point to current pointer\n * Used for `shift` functionality\n *\n * @type boolean\n * @default false\n */ drawStraightLine: false,\n /**\n * The event modifier key that makes the brush draw a straight line.\n * If `null` or 'none' or any other string that is not a modifier key the feature is disabled.\n * @type {'altKey' | 'shiftKey' | 'ctrlKey' | 'none' | undefined | null}\n */ straightLineKey: \"shiftKey\",\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */ initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n needsFullRender: function() {\n return this.callSuper(\"needsFullRender\") || this._hasStraightLine;\n },\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */ _drawSegment: function(ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */ onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */ onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n } else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n /**\n * Invoked on mouse up\n */ onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.drawStraightLine = false;\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */ _prepareForDrawing: function(pointer) {\n var p = new fabric.Point(pointer.x, pointer.y);\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */ _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n if (this.drawStraightLine && this._points.length > 1) {\n this._hasStraightLine = true;\n this._points.pop();\n }\n this._points.push(point);\n return true;\n },\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */ _reset: function() {\n this._points = [];\n this._setBrushStyles(this.canvas.contextTop);\n this._setShadow();\n this._hasStraightLine = false;\n },\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */ _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n * @param {CanvasRenderingContext2D} [ctx]\n */ _render: function(ctx) {\n var i, len, p1 = this._points[0], p2 = this._points[1];\n ctx = ctx || this.canvas.contextTop;\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n for(i = 1, len = this._points.length; i < len; i++){\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */ convertPointsToSVGPath: function(points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */ _isEmptySVGPath: function(pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === \"M 0 0 Q 0 0 0 0 L 0 0\";\n },\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */ createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n return path;\n },\n /**\n * Decimate points array with the decimate value\n */ decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2), i, l = points.length - 1, lastPoint = points[0], newPoints = [\n lastPoint\n ], cDistance;\n for(i = 1; i < l - 1; i++){\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */ newPoints.push(points[l]);\n return newPoints;\n },\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */ _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire(\"before:path:created\", {\n path: path\n });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n // fire event 'path' created\n this.canvas.fire(\"path:created\", {\n path: path\n });\n }\n });\n})();\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */ fabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n /**\n * Width of a brush\n * @type Number\n * @default\n */ width: 10,\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */ initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */ drawDot: function(pointer) {\n var point = this.addPoint(pointer), ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n /**\n * Invoked on mouse down\n */ onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n /**\n * Render the full state of the brush\n * @private\n */ _render: function() {\n var ctx = this.canvas.contextTop, i, len, points = this.points;\n this._saveAndTransform(ctx);\n for(i = 0, len = points.length; i < len; i++){\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */ onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n } else {\n this.drawDot(pointer);\n }\n },\n /**\n * Invoked on mouse up\n */ onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n var circles = [];\n for(i = 0, len = this.points.length; i < len; i++){\n var point = this.points[i], circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: \"center\",\n originY: \"center\",\n fill: point.fill\n });\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n this.canvas.fire(\"before:path:created\", {\n path: group\n });\n this.canvas.add(group);\n this.canvas.fire(\"path:created\", {\n path: group\n });\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */ addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y), circleRadius = fabric.util.getRandomInt(Math.max(0, this.width - 20), this.width + 20) / 2, circleColor = new fabric.Color(this.color).setAlpha(fabric.util.getRandomInt(0, 100) / 100).toRgba();\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n this.points.push(pointerPoint);\n return pointerPoint;\n }\n});\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */ fabric.SprayBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n /**\n * Width of a spray\n * @type Number\n * @default\n */ width: 10,\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */ density: 20,\n /**\n * Width of spray dots\n * @type Number\n * @default\n */ dotWidth: 1,\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */ dotWidthVariance: 1,\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */ randomOpacity: false,\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */ optimizeOverlapping: true,\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */ initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */ onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */ onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n /**\n * Invoked on mouse up\n */ onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n var rects = [];\n for(var i = 0, ilen = this.sprayChunks.length; i < ilen; i++){\n var sprayChunk = this.sprayChunks[i];\n for(var j = 0, jlen = sprayChunk.length; j < jlen; j++){\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: \"center\",\n originY: \"center\",\n fill: this.color\n });\n rects.push(rect);\n }\n }\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n var group = new fabric.Group(rects);\n this.shadow && group.set(\"shadow\", new fabric.Shadow(this.shadow));\n this.canvas.fire(\"before:path:created\", {\n path: group\n });\n this.canvas.add(group);\n this.canvas.fire(\"path:created\", {\n path: group\n });\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n /**\n * @private\n * @param {Array} rects\n */ _getOptimizedRects: function(rects) {\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = {}, key, i, len;\n for(i = 0, len = rects.length; i < len; i++){\n key = rects[i].left + \"\" + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for(key in uniqueRects){\n uniqueRectsArray.push(uniqueRects[key]);\n }\n return uniqueRectsArray;\n },\n /**\n * Render new chunk of spray brush\n */ render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n this._saveAndTransform(ctx);\n for(i = 0, len = sprayChunk.length; i < len; i++){\n var point = sprayChunk[i];\n if (typeof point.opacity !== \"undefined\") {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n /**\n * Render all spray chunks\n */ _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n this._saveAndTransform(ctx);\n for(i = 0, ilen = this.sprayChunks.length; i < ilen; i++){\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n /**\n * @param {Object} pointer\n */ addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n var x, y, width, radius = this.width / 2, i;\n for(i = 0; i < this.density; i++){\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(// bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance), this.dotWidth + this.dotWidthVariance);\n } else {\n width = this.dotWidth;\n }\n var point = new fabric.Point(x, y);\n point.width = width;\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n this.sprayChunkPoints.push(point);\n }\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */ fabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n getPatternSrc: function() {\n var dotWidth = 20, dotDistance = 5, patternCanvas = fabric.util.createCanvasElement(), patternCtx = patternCanvas.getContext(\"2d\");\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n return patternCanvas;\n },\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace(\"this.color\", '\"' + this.color + '\"');\n },\n /**\n * Creates \"pattern\" instance property\n * @param {CanvasRenderingContext2D} ctx\n */ getPattern: function(ctx) {\n return ctx.createPattern(this.source || this.getPatternSrc(), \"repeat\");\n },\n /**\n * Sets brush styles\n * @param {CanvasRenderingContext2D} ctx\n */ _setBrushStyles: function(ctx) {\n this.callSuper(\"_setBrushStyles\", ctx);\n ctx.strokeStyle = this.getPattern(ctx);\n },\n /**\n * Creates path\n */ createPath: function(pathData) {\n var path = this.callSuper(\"createPath\", pathData), topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n(function() {\n var getPointer = fabric.util.getPointer, degreesToRadians = fabric.util.degreesToRadians, isTouchEvent = fabric.util.isTouchEvent;\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop:before before drop event. same native event. This is added to handle edge cases\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n */ fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(el, options) {\n options || (options = {});\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */ uniformScaling: true,\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */ uniScaleKey: \"shiftKey\",\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredScaling: false,\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredRotation: false,\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */ centeredKey: \"altKey\",\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */ altActionKey: \"shiftKey\",\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */ interactive: true,\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */ selection: true,\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */ selectionKey: \"shiftKey\",\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */ altSelectionKey: null,\n /**\n * Color of selection\n * @type String\n * @default\n */ selectionColor: \"rgba(100, 100, 255, 0.3)\",\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */ selectionDashArray: [],\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */ selectionBorderColor: \"rgba(255, 255, 255, 0.3)\",\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */ selectionLineWidth: 1,\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */ selectionFullyContained: false,\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */ hoverCursor: \"move\",\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */ moveCursor: \"move\",\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */ defaultCursor: \"default\",\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */ freeDrawingCursor: \"crosshair\",\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */ notAllowedCursor: \"not-allowed\",\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */ containerClass: \"canvas-container\",\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */ perPixelTargetFind: false,\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */ targetFindTolerance: 0,\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */ skipTargetFind: false,\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */ isDrawingMode: false,\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */ preserveObjectStacking: false,\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */ snapAngle: 0,\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */ snapThreshold: null,\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */ stopContextMenu: false,\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */ fireRightClick: false,\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */ fireMiddleClick: false,\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */ targets: [],\n /**\n * When the option is enabled, PointerEvent is used instead of MouseEvent.\n * @type Boolean\n * @default\n */ enablePointerEvents: false,\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */ _hoveredTarget: null,\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */ _hoveredTargets: [],\n /**\n * @private\n */ _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n this._initRetinaScaling();\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n this.calcOffset();\n },\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */ _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(), object, objsToRender, activeGroupObjects;\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for(var i = 0, length = this._objects.length; i < length; i++){\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1) {\n objsToRender.push(object);\n } else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n } else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */ renderAll: function() {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n this.hasLostContext = false;\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ renderTop: function() {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire(\"after:render\");\n return this;\n },\n /**\n * @private\n */ _normalizePointer: function(object, pointer) {\n var m = object.calcTransformMatrix(), invertedM = fabric.util.invertTransform(m), vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */ isTargetTransparent: function(target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {\n x: x,\n y: y\n }), targetRelativeX = Math.max(target.cacheTranslationX + normalizedPointer.x * target.zoomX, 0), targetRelativeY = Math.max(target.cacheTranslationY + normalizedPointer.y * target.zoomY, 0);\n var isTransparent = fabric.util.isTransparent(target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n return isTransparent;\n }\n var ctx = this.contextCache, originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n target.selectionBackgroundColor = \"\";\n this.clearContext(ctx);\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n target.selectionBackgroundColor = originalColor;\n var isTransparent = fabric.util.isTransparent(ctx, x, y, this.targetFindTolerance);\n return isTransparent;\n },\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */ _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n if (Array.isArray(this.selectionKey)) {\n selectionKeyPressed = !!this.selectionKey.find(function(key) {\n return e[key] === true;\n });\n } else {\n selectionKeyPressed = e[this.selectionKey];\n }\n return selectionKeyPressed;\n },\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */ _shouldClearSelection: function(e, target) {\n var activeObjects = this.getActiveObjects(), activeObject = this._activeObject;\n 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;\n },\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */ _shouldCenterTransform: function(target, action, altKey) {\n if (!target) {\n return;\n }\n var centerTransform;\n if (action === \"scale\" || action === \"scaleX\" || action === \"scaleY\" || action === \"resizing\") {\n centerTransform = this.centeredScaling || target.centeredScaling;\n } else if (action === \"rotate\") {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n return centerTransform ? !altKey : altKey;\n },\n /**\n * should disappear before release 4.0\n * @private\n */ _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n if (corner === \"ml\" || corner === \"tl\" || corner === \"bl\") {\n origin.x = \"right\";\n } else if (corner === \"mr\" || corner === \"tr\" || corner === \"br\") {\n origin.x = \"left\";\n }\n if (corner === \"tl\" || corner === \"mt\" || corner === \"tr\") {\n origin.y = \"bottom\";\n } else if (corner === \"bl\" || corner === \"mb\" || corner === \"br\") {\n origin.y = \"top\";\n }\n return origin;\n },\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */ _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return \"drag\";\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */ _setupCurrentTransform: function(e, target, alreadySelected) {\n if (!target) {\n return;\n }\n var pointer = this.getPointer(e), corner = target.__corner, control = target.controls[corner], actionHandler = alreadySelected && corner ? control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler, action = this._getActionFromCorner(alreadySelected, corner, e, target), origin = this._getOriginFromCorner(target, corner), altKey = e[this.centeredKey], transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target)\n };\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = \"center\";\n transform.originY = \"center\";\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */ setCursor: function(value) {\n this.upperCanvasEl.style.cursor = value;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */ _drawSelection: function(ctx) {\n var selector = this._groupSelector, viewportStart = new fabric.Point(selector.ex, selector.ey), start = fabric.util.transformPoint(viewportStart, this.viewportTransform), viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top), extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform), 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), strokeOffset = this.selectionLineWidth / 2;\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */ findTarget: function(e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n var ignoreZoom = true, pointer = this.getPointer(e, ignoreZoom), activeObject = this._activeObject, aObjects = this.getActiveObjects(), activeTarget, activeTargetSubs, isTouch = isTouchEvent(e), shouldLookForActive = aObjects.length > 1 && !skipGroup || aObjects.length === 1;\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([\n activeObject\n ], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 && activeObject === this._searchPossibleTargets([\n activeObject\n ], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n } else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */ _checkTarget: function(pointer, obj, globalPointer) {\n if (obj && obj.visible && obj.evented && // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n } else {\n return true;\n }\n }\n },\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */ _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while(i--){\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ? this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */ restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(pointer, fabric.util.invertTransform(this.viewportTransform));\n },\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */ getPointer: function(e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n var pointer = getPointer(e), upperCanvasEl = this.upperCanvasEl, bounds = upperCanvasEl.getBoundingClientRect(), boundsWidth = bounds.width || 0, boundsHeight = bounds.height || 0, cssScale;\n if (!boundsWidth || !boundsHeight) {\n if (\"top\" in bounds && \"bottom\" in bounds) {\n boundsHeight = Math.abs(bounds.top - bounds.bottom);\n }\n if (\"right\" in bounds && \"left\" in bounds) {\n boundsWidth = Math.abs(bounds.right - bounds.left);\n }\n }\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = {\n width: 1,\n height: 1\n };\n } else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */ _createUpperCanvas: function() {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, \"\"), lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = \"\";\n } else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, \"upper-canvas \" + lowerCanvasClass);\n this.wrapperEl.appendChild(upperCanvasEl);\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext(\"2d\");\n },\n /**\n * Returns context of top canvas where interactions are drawn\n * @returns {CanvasRenderingContext2D}\n */ getTopContext: function() {\n return this.contextTop;\n },\n /**\n * @private\n */ _createCacheCanvas: function() {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute(\"width\", this.width);\n this.cacheCanvasEl.setAttribute(\"height\", this.height);\n this.contextCache = this.cacheCanvasEl.getContext(\"2d\");\n },\n /**\n * @private\n */ _initWrapperElement: function() {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, \"div\", {\n \"class\": this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + \"px\",\n height: this.height + \"px\",\n position: \"relative\"\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */ _applyCanvasStyle: function(element) {\n var width = this.width || element.width, height = this.height || element.height;\n fabric.util.setStyle(element, {\n position: \"absolute\",\n width: width + \"px\",\n height: height + \"px\",\n left: 0,\n top: 0,\n \"touch-action\": this.allowTouchScrolling ? \"manipulation\" : \"none\",\n \"-ms-touch-action\": this.allowTouchScrolling ? \"manipulation\" : \"none\"\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */ _copyCanvasStyle: function(fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */ getSelectionContext: function() {\n return this.contextTop;\n },\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */ getSelectionElement: function() {\n return this.upperCanvasEl;\n },\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */ getActiveObject: function() {\n return this._activeObject;\n },\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */ getActiveObjects: function() {\n var active = this._activeObject;\n if (active) {\n if (active.type === \"activeSelection\" && active._objects) {\n return active._objects.slice(0);\n } else {\n return [\n active\n ];\n }\n }\n return [];\n },\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */ _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire(\"before:selection:cleared\", {\n target: obj\n });\n this._discardActiveObject();\n this.fire(\"selection:cleared\", {\n target: obj\n });\n obj.fire(\"deselected\");\n }\n if (obj === this._hoveredTarget) {\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper(\"_onObjectRemoved\", obj);\n },\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */ _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(), added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire(\"deselected\", {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire(\"selected\", {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire(\"selection:updated\", {\n e: e,\n selected: added,\n deselected: removed\n });\n } else if (objects.length > 0) {\n this.fire(\"selection:created\", {\n e: e,\n selected: added\n });\n } else if (oldObjects.length > 0) {\n this.fire(\"selection:cleared\", {\n e: e,\n deselected: removed\n });\n }\n },\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ setActiveObject: function(object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */ _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({\n e: e\n })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */ _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({\n e: e,\n object: object\n })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ discardActiveObject: function(e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire(\"before:selection:cleared\", {\n target: activeObject,\n e: e\n });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ dispose: function() {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n [\n \"upperCanvasEl\",\n \"cacheCanvasEl\"\n ].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */ clear: function() {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper(\"clear\");\n },\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */ drawControls: function(ctx) {\n var activeObject = this._activeObject;\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n /**\n * @private\n */ _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance), object = this.callSuper(\"_toObject\", instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */ _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === \"activeSelection\" && this._activeObject === instance.group) {\n var layoutProps = [\n \"angle\",\n \"flipX\",\n \"flipY\",\n \"left\",\n \"scaleX\",\n \"scaleY\",\n \"skewX\",\n \"skewY\",\n \"top\"\n ];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n } else {\n return null;\n }\n },\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */ _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n /**\n * @private\n */ _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper(\"_setSVGObject\", markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n setViewportTransform: function(vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for(var prop in fabric.StaticCanvas){\n if (prop !== \"prototype\") {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n(function() {\n var addListener = fabric.util.addListener, removeListener = fabric.util.removeListener, RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1, addEventOptions = {\n passive: false\n };\n function checkClick(e, value) {\n return e.button && e.button === value - 1;\n }\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */ mainTouchId: null,\n /**\n * Adds mouse listeners to canvas\n * @private\n */ _initEventListeners: function() {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, \"add\");\n },\n /**\n * return an event prefix pointer or mouse.\n * @private\n */ _getEventPrefix: function() {\n return this.enablePointerEvents ? \"pointer\" : \"mouse\";\n },\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, \"resize\", this._onResize);\n functor(canvasElement, eventTypePrefix + \"down\", this._onMouseDown);\n functor(canvasElement, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + \"out\", this._onMouseOut);\n functor(canvasElement, eventTypePrefix + \"enter\", this._onMouseEnter);\n functor(canvasElement, \"wheel\", this._onMouseWheel);\n functor(canvasElement, \"contextmenu\", this._onContextMenu);\n functor(canvasElement, \"dblclick\", this._onDoubleClick);\n functor(canvasElement, \"dragover\", this._onDragOver);\n functor(canvasElement, \"dragenter\", this._onDragEnter);\n functor(canvasElement, \"dragleave\", this._onDragLeave);\n functor(canvasElement, \"drop\", this._onDrop);\n if (!this.enablePointerEvents) {\n functor(canvasElement, \"touchstart\", this._onTouchStart, addEventOptions);\n }\n if (typeof eventjs !== \"undefined\" && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, \"gesture\", this._onGesture);\n eventjs[eventjsFunctor](canvasElement, \"drag\", this._onDrag);\n eventjs[eventjsFunctor](canvasElement, \"orientation\", this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, \"shake\", this._onShake);\n eventjs[eventjsFunctor](canvasElement, \"longpress\", this._onLongPress);\n }\n },\n /**\n * Removes all event listeners\n */ removeListeners: function() {\n this.addOrRemove(removeListener, \"remove\");\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + \"up\", this._onMouseUp);\n removeListener(fabric.document, \"touchend\", this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n removeListener(fabric.document, \"touchmove\", this._onMouseMove, addEventOptions);\n },\n /**\n * @private\n */ _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, \"dragenter\");\n this._onDragLeave = this._simpleEventHandler.bind(this, \"dragleave\");\n this._onDrop = this._onDrop.bind(this);\n this.eventsBound = true;\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */ _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */ _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */ _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire(\"mouse:out\", {\n target: target,\n e: e\n });\n this._hoveredTarget = null;\n target && target.fire(\"mouseout\", {\n e: e\n });\n var _this = this;\n this._hoveredTargets.forEach(function(_target) {\n _this.fire(\"mouse:out\", {\n target: target,\n e: e\n });\n _target && target.fire(\"mouseout\", {\n e: e\n });\n });\n this._hoveredTargets = [];\n if (this._iTextInstances) {\n this._iTextInstances.forEach(function(obj) {\n if (obj.isEditing) {\n obj.hiddenTextarea.focus();\n }\n });\n }\n },\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */ _onMouseEnter: function(e) {\n // This find target and consequent 'mouse:over' is used to\n // clear old instances on hovered target.\n // calling findTarget has the side effect of killing target.__corner.\n // as a short term fix we are not firing this if we are currently transforming.\n // as a long term fix we need to separate the action of finding a target with the\n // side effects we added to it.\n if (!this._currentTransform && !this.findTarget(e)) {\n this.fire(\"mouse:over\", {\n target: null,\n e: e\n });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */ _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */ _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */ _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */ _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler(\"dragover\", e);\n this._fireEnterLeaveEvents(target, e);\n },\n /**\n * `drop:before` is a an event that allow you to schedule logic\n * before the `drop` event. Prefer `drop` event always, but if you need\n * to run some drop-disabling logic on an event, since there is no way\n * to handle event handlers ordering, use `drop:before`\n * @param {Event} e\n */ _onDrop: function(e) {\n this._simpleEventHandler(\"drop:before\", e);\n return this._simpleEventHandler(\"drop\", e);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onContextMenu: function(e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onDoubleClick: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, \"dblclick\");\n this._resetTransformEventData(e);\n },\n /**\n * Return a the id of an event.\n * returns either the pointerId or the identifier or 0 for the mouse event\n * @private\n * @param {Event} evt Event object\n */ getPointerId: function(evt) {\n var changedTouches = evt.changedTouches;\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n if (this.enablePointerEvents) {\n return evt.pointerId;\n }\n return -1;\n },\n /**\n * Determines if an event has the id of the event that is considered main\n * @private\n * @param {evt} event Event object\n */ _isMainEvent: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === \"touchend\" && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, \"touchend\", this._onTouchEnd, addEventOptions);\n addListener(fabric.document, \"touchmove\", this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + \"down\", this._onMouseDown);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onMouseDown: function(e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + \"up\", this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, \"touchend\", this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, \"touchmove\", this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + \"down\", _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */ _onMouseUp: function(e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + \"up\", this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + \"move\", this._onMouseMove, addEventOptions);\n }\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */ _onMouseMove: function(e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n /**\n * @private\n */ _onResize: function() {\n this.calcOffset();\n },\n /**\n * Decides whether the canvas should be redrawn in mouseup and mousedown events.\n * @private\n * @param {Object} target\n */ _shouldRender: function(target) {\n var activeObject = this._activeObject;\n if (!!activeObject !== !!target || activeObject && target && activeObject !== target) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n } else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\n },\n /**\n * Method that defines the actions when mouse is released on canvas.\n * The method resets the currentTransform parameters, store the image corner\n * position in the image object and render the canvas on top.\n * @private\n * @param {Event} e Event object fired on mouseup\n */ __onMouseUp: function(e) {\n var target, transform = this._currentTransform, groupSelector = this._groupSelector, shouldRender = false, isClick = !groupSelector || groupSelector.left === 0 && groupSelector.top === 0;\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, \"up:before\");\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, \"up\", RIGHT_CLICK, isClick);\n }\n return;\n }\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, \"up\", MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\n return;\n }\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this._onMouseUpInDrawingMode(e);\n return;\n }\n if (!this._isMainEvent(e)) {\n return;\n }\n if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = this._shouldRender(target) || !targetWasActive && target === this._activeObject;\n }\n }\n var corner, pointer;\n if (target) {\n corner = target._findTargetCorner(this.getPointer(e, true), fabric.util.isTouchEvent(e));\n if (target.selectable && target !== this._activeObject && target.activeOn === \"up\") {\n this.setActiveObject(target, e);\n shouldRender = true;\n } else {\n var control = target.controls[corner], mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n pointer = this.getPointer(e);\n mouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n }\n target.isMoving = false;\n }\n // if we are ending up a transform on a different control or a new object\n // fire the original mouse up from the corner that started the transform\n if (transform && (transform.target !== target || transform.corner !== corner)) {\n var originalControl = transform.target && transform.target.controls[transform.corner], originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, target, control);\n pointer = pointer || this.getPointer(e);\n originalMouseUpHandler && originalMouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, \"up\", LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n } else if (!isClick) {\n this.renderTop();\n }\n },\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */ _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e), targets = this.targets, options = {\n e: e,\n target: target,\n subTargets: targets\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for(var i = 0; i < targets.length; i++){\n targets[i].fire(eventType, options);\n }\n return target;\n },\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */ _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target, targets = this.targets || [], options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === \"up\") {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire(\"mouse:\" + eventType, options);\n target && target.fire(\"mouse\" + eventType, options);\n for(var i = 0; i < targets.length; i++){\n targets[i].fire(\"mouse\" + eventType, options);\n }\n },\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */ _finalizeCurrentTransform: function(e) {\n var transform = this._currentTransform, target = transform.target, options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action\n };\n if (target._scaling) {\n target._scaling = false;\n }\n target.setCoords();\n if (transform.actionPerformed || this.stateful && target.hasStateChanged()) {\n this._fire(\"modified\", options);\n }\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */ _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, {\n e: e,\n pointer: pointer\n });\n this._handleEvent(e, \"down\");\n },\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */ _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, {\n e: e,\n pointer: pointer\n });\n }\n this.setCursor(this.freeDrawingCursor);\n this._handleEvent(e, \"move\");\n },\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */ _onMouseUpInDrawingMode: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({\n e: e,\n pointer: pointer\n });\n this._handleEvent(e, \"up\");\n },\n /**\n * Method that defines the actions when mouse is clicked on canvas.\n * The method inits the currentTransform parameters and renders all the\n * canvas so the current image can be placed on the top canvas and the rest\n * in on the container one.\n * @private\n * @param {Event} e Event object fired on mousedown\n */ __onMouseDown: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, \"down:before\");\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, \"down\", RIGHT_CLICK);\n }\n return;\n }\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, \"down\", MIDDLE_CLICK);\n }\n return;\n }\n if (this.isDrawingMode) {\n this._onMouseDownInDrawingMode(e);\n return;\n }\n if (!this._isMainEvent(e)) {\n return;\n }\n // ignore if some object is being transformed at this moment\n if (this._currentTransform) {\n return;\n }\n var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target), shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n } else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n if (this.selection && (!target || !target.selectable && !target.isEditing && target !== this._activeObject)) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === \"down\") {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(this.getPointer(e, true), fabric.util.isTouchEvent(e));\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner], pointer = this.getPointer(e), mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, \"down\");\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n /**\n * reset cache form common information needed during event processing\n * @private\n */ _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\n },\n /**\n * Cache common information needed during event processing\n * @private\n * @param {Event} e Event object fired on event\n */ _cacheTransformEventData: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n /**\n * @private\n */ _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire(\"before:transform\", {\n e: e,\n transform: t\n });\n },\n /**\n * Method that defines the actions when mouse is hovering the canvas.\n * The currentTransform parameter will define whether the user is rotating/scaling/translating\n * an image or neither of them (only hovering). A group selection is also possible and would cancel\n * all any other type of action.\n * In case of an image transformation only the top canvas will be rendered.\n * @private\n * @param {Event} e Event object fired on mousemove\n */ __onMouseMove: function(e) {\n this._handleEvent(e, \"move:before\");\n this._cacheTransformEventData(e);\n var target, pointer;\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n if (!this._isMainEvent(e)) {\n return;\n }\n var groupSelector = this._groupSelector;\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n this.renderTop();\n } else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n } else {\n this._transformObject(e);\n }\n this._handleEvent(e, \"move\");\n this._resetTransformEventData();\n },\n /**\n * Manage the mouseout, mouseover events for the fabric object on the canvas\n * @param {Fabric.Object} target the target where the target from the mousemove event\n * @param {Event} e Event object fired on mousemove\n * @private\n */ _fireOverOutEvents: function(target, e) {\n var _hoveredTarget = this._hoveredTarget, _hoveredTargets = this._hoveredTargets, targets = this.targets, length = Math.max(_hoveredTargets.length, targets.length);\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: \"mouseout\",\n canvasEvtOut: \"mouse:out\",\n evtIn: \"mouseover\",\n canvasEvtIn: \"mouse:over\"\n });\n for(var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: \"mouseout\",\n evtIn: \"mouseover\"\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n },\n /**\n * Manage the dragEnter, dragLeave events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the onDrag event\n * @param {Event} e Event object fired on ondrag\n * @private\n */ _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget, _hoveredTargets = this._hoveredTargets, targets = this.targets, length = Math.max(_hoveredTargets.length, targets.length);\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: \"dragleave\",\n evtIn: \"dragenter\"\n });\n for(var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: \"dragleave\",\n evtIn: \"dragenter\"\n });\n }\n this._draggedoverTarget = target;\n },\n /**\n * Manage the synthetic in/out events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the supported events\n * @param {Event} e Event object fired\n * @param {Object} config configuration for the function to work\n * @param {String} config.targetName property on the canvas where the old target is stored\n * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out\n * @param {String} config.evtOut name of the event to fire for out\n * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in\n * @param {String} config.evtIn name of the event to fire for in\n * @private\n */ fireSyntheticInOutEvents: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires, targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = {\n e: e,\n target: target,\n previousTarget: oldTarget\n };\n outOpt = {\n e: e,\n target: oldTarget,\n nextTarget: target\n };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */ __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, \"wheel\");\n this._resetTransformEventData();\n },\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */ _transformObject: function(e) {\n var pointer = this.getPointer(e), transform = this._currentTransform;\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n /**\n * @private\n */ _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x, y = pointer.y, action = transform.action, actionPerformed = false, actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\n if (action === \"drag\" && actionPerformed) {\n transform.target.isMoving = true;\n this.setCursor(transform.target.moveCursor || this.moveCursor);\n }\n transform.actionPerformed = transform.actionPerformed || actionPerformed;\n },\n /**\n * @private\n */ _fire: fabric.controlsUtils.fireEvent,\n /**\n * Sets the cursor depending on where the canvas is being hovered.\n * Note: very buggy in Opera\n * @param {Event} e Event object\n * @param {Object} target Object that the mouse is hovering, if so.\n */ _setCursorFromEvent: function(e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor, activeSelection = this._activeObject && this._activeObject.type === \"activeSelection\" ? this._activeObject : null, // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target)) && target._findTargetCorner(this.getPointer(e, true));\n if (!corner) {\n if (target.subTargetCheck) {\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target) {\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n } else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n /**\n * @private\n */ getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n(function() {\n var min = Math.min, max = Math.max;\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */ _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection && (activeObject !== target || activeObject.type === \"activeSelection\") && !target.onSelect({\n e: e\n });\n },\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */ _handleGrouping: function(e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === \"activeSelection\") {\n this._updateActiveSelection(target, e);\n } else {\n this._createActiveSelection(target, e);\n }\n },\n /**\n * @private\n */ _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject, currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n } else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n /**\n * @private\n */ _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n /**\n * @private\n * @param {Object} target\n */ _createGroup: function(target) {\n var objects = this._objects, isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target), groupObjects = isActiveLower ? [\n this._activeObject,\n target\n ] : [\n target,\n this._activeObject\n ];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n /**\n * @private\n * @param {Event} e mouse event\n */ _groupSelectedObjects: function(e) {\n var group = this._collectObjects(e), aGroup;\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n } else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n /**\n * @private\n */ _collectObjects: function(e) {\n var group = [], currentObject, x1 = this._groupSelector.ex, y1 = this._groupSelector.ey, x2 = x1 + this._groupSelector.left, y2 = y1 + this._groupSelector.top, selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)), selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)), allowIntersect = !this.selectionFullyContained, isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for(var i = this._objects.length; i--;){\n currentObject = this._objects[i];\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n if (allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true) || currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) || allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true) || allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true)) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({\n e: e\n });\n });\n }\n return group;\n },\n /**\n * @private\n */ _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n})();\n(function() {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */ toDataURL: function(options) {\n options || (options = {});\n var format = options.format || \"png\", quality = options.quality || 1, multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1), canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */ toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || {};\n var scaledWidth = (cropping.width || this.width) * multiplier, scaledHeight = (cropping.height || this.height) * multiplier, zoom = this.getZoom(), originalWidth = this.width, originalHeight = this.height, newZoom = zoom * multiplier, vp = this.viewportTransform, translateX = (vp[4] - (cropping.left || 0)) * multiplier, translateY = (vp[5] - (cropping.top || 0)) * multiplier, originalInteractive = this.interactive, newVp = [\n newZoom,\n 0,\n 0,\n newZoom,\n translateX,\n translateY\n ], originalRetina = this.enableRetinaScaling, canvasEl = fabric.util.createCanvasElement(), originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext(\"2d\"), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n }\n });\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */ loadFromJSON: function(json, callback, reviver) {\n if (!json) {\n return;\n }\n // serialize if it wasn't already\n var serialized = typeof json === \"string\" ? JSON.parse(json) : fabric.util.object.clone(json);\n var _this = this, clipPath = serialized.clipPath, renderOnAddRemove = this.renderOnAddRemove;\n this.renderOnAddRemove = false;\n delete serialized.clipPath;\n this._enlivenObjects(serialized.objects, function(enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function() {\n if (clipPath) {\n _this._enlivenObjects([\n clipPath\n ], function(enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n } else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */ __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */ _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n var cbIfLoaded = function() {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n this.__setBgOverlay(\"backgroundImage\", serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay(\"overlayImage\", serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay(\"backgroundColor\", serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay(\"overlayColor\", serialized.overlay, loaded, cbIfLoaded);\n },\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */ __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n if (property === \"backgroundImage\" || property === \"overlayImage\") {\n fabric.util.enlivenObjects([\n value\n ], function(enlivedObject) {\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n } else {\n this[\"set\" + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */ _enlivenObjects: function(objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */ _toDataURL: function(format, callback) {\n this.clone(function(clone) {\n callback(clone.toDataURL(format));\n });\n },\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */ _toDataURLWithMultiplier: function(format, multiplier, callback) {\n this.clone(function(clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */ clone: function(callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */ cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n el.width = this.width;\n el.height = this.height;\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n } else {\n callback && callback(clone);\n }\n }\n});\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, clone = fabric.util.object.clone, toFixed = fabric.util.toFixed, capitalize = fabric.util.string.capitalize, degreesToRadians = fabric.util.degreesToRadians, objectCaching = !fabric.isLikelyNode, ALIASING_LIMIT = 2;\n if (fabric.Object) {\n return;\n }\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */ fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */ type: \"object\",\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */ originX: \"left\",\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */ originY: \"top\",\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */ top: 0,\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */ left: 0,\n /**\n * Object width\n * @type Number\n * @default\n */ width: 0,\n /**\n * Object height\n * @type Number\n * @default\n */ height: 0,\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */ scaleX: 1,\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */ scaleY: 1,\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */ flipX: false,\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */ flipY: false,\n /**\n * Opacity of an object\n * @type Number\n * @default\n */ opacity: 1,\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */ angle: 0,\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */ skewX: 0,\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */ skewY: 0,\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */ cornerSize: 13,\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */ touchCornerSize: 24,\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */ transparentCorners: true,\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */ hoverCursor: null,\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */ moveCursor: null,\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */ padding: 0,\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */ borderColor: \"rgb(178,204,255)\",\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */ borderDashArray: null,\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */ cornerColor: \"rgb(178,204,255)\",\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */ cornerStrokeColor: null,\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */ cornerStyle: \"rect\",\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */ cornerDashArray: null,\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredScaling: false,\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */ centeredRotation: true,\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */ fill: \"rgb(0,0,0)\",\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */ fillRule: \"nonzero\",\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */ globalCompositeOperation: \"source-over\",\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */ backgroundColor: \"\",\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */ selectionBackgroundColor: \"\",\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */ stroke: null,\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */ strokeWidth: 1,\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */ strokeDashArray: null,\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */ strokeDashOffset: 0,\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */ strokeLineCap: \"butt\",\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */ strokeLineJoin: \"miter\",\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */ strokeMiterLimit: 4,\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */ shadow: null,\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */ borderOpacityWhenMoving: 0.4,\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */ borderScaleFactor: 1,\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */ minScaleLimit: 0,\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */ selectable: true,\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */ evented: true,\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */ visible: true,\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */ hasControls: true,\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */ hasBorders: true,\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */ perPixelTargetFind: false,\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */ includeDefaultValues: true,\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */ lockMovementX: false,\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */ lockMovementY: false,\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */ lockRotation: false,\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */ lockScalingX: false,\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */ lockScalingY: false,\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */ lockSkewingX: false,\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */ lockSkewingY: false,\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */ lockScalingFlip: false,\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */ excludeFromExport: false,\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */ objectCaching: objectCaching,\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */ statefullCache: false,\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */ noScaleCache: true,\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * this Property does not work on Text classes or drawing call that uses strokeText,fillText methods\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */ strokeUniform: false,\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */ dirty: true,\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */ __corner: 0,\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */ paintFirst: \"fill\",\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */ activeOn: \"down\",\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: (\"top left width height scaleX scaleY flipX flipY originX originY transformMatrix \" + \"stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit \" + \"angle opacity fill globalCompositeOperation shadow visible backgroundColor \" + \"skewX skewY fillRule paintFirst clipPath strokeUniform\").split(\" \"),\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */ cacheProperties: (\"fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform\" + \" strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath\").split(\" \"),\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */ colorProperties: \"fill stroke backgroundColor\".split(\" \"),\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */ clipPath: undefined,\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */ inverted: false,\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */ absolutePositioned: false,\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */ _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext(\"2d\");\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */ _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal, width = dims.width, height = dims.height, max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal), capValue = fabric.util.capValue, x = capValue(min, limitedDims.x, max), y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */ _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(), // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0), neededX = dim.x * objectScale.scaleX / this.scaleX, neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */ _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target, action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === \"scale\") {\n return false;\n }\n }\n var canvas = this._cacheCanvas, dims = this._limitCacheSize(this._getCacheCanvasDimensions()), minCacheSize = fabric.minCacheSideLimit, width = dims.width, height = dims.height, drawingWidth, drawingHeight, zoomX = dims.zoomX, zoomY = dims.zoomY, dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight, zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY, shouldRedraw = dimensionsChanged || zoomChanged, additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width, canvasHeight = this._cacheCanvas.height, sizeGrowing = width > canvasWidth || height > canvasHeight, sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) && canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n } else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */ setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, \"fill\");\n this._initGradient(options.stroke, \"stroke\");\n this._initPattern(options.fill, \"fill\");\n this._initPattern(options.stroke, \"stroke\");\n },\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */ transform: function(ctx) {\n var needFullTransform = this.group && !this.group._transformDone || this.group && this.canvas && ctx === this.canvas.contextTop;\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS, object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: this.fill && this.fill.toObject ? this.fill.toObject() : this.fill,\n stroke: this.stroke && this.stroke.toObject ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: this.shadow && this.shadow.toObject ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS)\n };\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n return object;\n },\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n /**\n * @private\n * @param {Object} object\n */ _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype, stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === \"left\" || prop === \"top\") {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n // basically a check for [] === []\n if (Array.isArray(object[prop]) && Array.isArray(prototype[prop]) && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n return object;\n },\n /**\n * Returns a string representation of an instance\n * @return {String}\n */ toString: function() {\n return \"#\";\n },\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */ getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return {\n scaleX: Math.abs(options.scaleX),\n scaleY: Math.abs(options.scaleY)\n };\n },\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */ getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return {\n scaleX: scaleX,\n scaleY: scaleY\n };\n },\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */ getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */ _set: function(key, value) {\n var shouldConstrainValue = key === \"scaleX\" || key === \"scaleY\", isChanged = this[key] !== value, groupNeedsUpdate = false;\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === \"scaleX\" && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n } else if (key === \"scaleY\" && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n } else if (key === \"shadow\" && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n } else if (key === \"dirty\" && this.group) {\n this.group.set(\"dirty\", value);\n }\n this[key] = value;\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set(\"dirty\", true);\n } else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set(\"dirty\", true);\n }\n }\n return this;\n },\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */ setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */ getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */ isNotVisible: function() {\n return this.opacity === 0 || !this.width && !this.height && this.strokeWidth === 0 || !this.visible;\n },\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n } else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({\n propertySet: \"cacheProperties\"\n });\n }\n }\n ctx.restore();\n },\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas || !this._cacheContext) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({\n propertySet: \"cacheProperties\"\n });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */ _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this._cacheContext = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */ hasStroke: function() {\n return this.stroke && this.stroke !== \"transparent\" && this.strokeWidth !== 0;\n },\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */ hasFill: function() {\n return this.fill && this.fill !== \"transparent\";\n },\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */ needsItsOwnCache: function() {\n if (this.paintFirst === \"stroke\" && this.hasFill() && this.hasStroke() && typeof this.shadow === \"object\") {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */ shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || this.objectCaching && (!this.group || !this.group.isOnACache());\n return this.ownCaching;\n },\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */ willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Object} clipPath\n */ drawClipPathOnCache: function(ctx, clipPath) {\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (clipPath.inverted) {\n ctx.globalCompositeOperation = \"destination-out\";\n } else {\n ctx.globalCompositeOperation = \"destination-in\";\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (clipPath.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n clipPath.transform(ctx);\n ctx.scale(1 / clipPath.zoomX, 1 / clipPath.zoomY);\n ctx.drawImage(clipPath._cacheCanvas, -clipPath.cacheTranslationX, -clipPath.cacheTranslationY);\n ctx.restore();\n },\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = \"black\";\n this.stroke = \"\";\n this._setClippingProperties(ctx);\n } else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx, this.clipPath);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n /**\n * Prepare clipPath state and cache and draw it on instance's cache\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */ _drawClipPath: function(ctx, clipPath) {\n if (!clipPath) {\n return;\n }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n clipPath.canvas = this.canvas;\n clipPath.shouldCache();\n clipPath._transformDone = true;\n clipPath.renderCache({\n forClipping: true\n });\n this.drawClipPathOnCache(ctx, clipPath);\n },\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */ isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && this._cacheContext && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n } else {\n if (this.dirty || this.clipPath && this.clipPath.absolutePositioned || this.statefullCache && this.hasStateChanged(\"cacheProperties\")) {\n if (this._cacheCanvas && this._cacheContext && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n ctx.fillRect(-dim.x / 2, -dim.y / 2, dim.x, dim.y);\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n } else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === \"percentage\" || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n } else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n } else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n } else {\n ctx.fillStyle = fill;\n }\n }\n },\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = \"transparent\";\n ctx.fillStyle = \"#000000\";\n },\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */ _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n /**\n * Renders controls and borders for the object\n * the context here is not transformed\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */ _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(), matrix = this.calcTransformMatrix(), options, drawBorders, drawControls;\n styleOverride = styleOverride || {};\n drawBorders = typeof styleOverride.hasBorders !== \"undefined\" ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== \"undefined\" ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n if (this.flipX) {\n options.angle -= 180;\n }\n ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n } else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n var shadow = this.shadow, canvas = this.canvas, scaling, multX = canvas && canvas.viewportTransform[0] || 1, multY = canvas && canvas.viewportTransform[3] || 1;\n if (shadow.nonScaling) {\n scaling = {\n scaleX: 1,\n scaleY: 1\n };\n } else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant * (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n ctx.shadowColor = \"\";\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */ _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return {\n offsetX: 0,\n offsetY: 0\n };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0, offsetY = -this.height / 2 + filler.offsetY || 0;\n if (filler.gradientUnits === \"percentage\") {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n } else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return {\n offsetX: offsetX,\n offsetY: offsetY\n };\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === \"stroke\") {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n } else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function() {},\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === \"evenodd\") {\n ctx.fill(\"evenodd\");\n } else {\n ctx.fill();\n }\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n } else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */ _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()), pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(), width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext(\"2d\");\n pCtx.beginPath();\n pCtx.moveTo(0, 0);\n pCtx.lineTo(width, 0);\n pCtx.lineTo(width, height);\n pCtx.lineTo(0, height);\n pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(dims.zoomX / this.scaleX / retinaScaling, dims.zoomY / this.scaleY / retinaScaling);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(retinaScaling * this.scaleX / dims.zoomX, retinaScaling * this.scaleY / dims.zoomY);\n ctx.strokeStyle = pCtx.createPattern(pCanvas, \"no-repeat\");\n },\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */ _findCenterFromElement: function() {\n return {\n x: this.left + this.width / 2,\n y: this.top + this.height / 2\n };\n },\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */ _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set(\"scaleX\", options.scaleX);\n this.set(\"scaleY\", options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */ _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, \"center\", \"center\");\n },\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */ clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n } else {\n fabric.Object._fromObject(\"Object\", objectForm, callback);\n }\n },\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */ cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */ toCanvasElement: function(options) {\n options || (options = {});\n var utils = fabric.util, origParams = utils.saveObjectTransform(this), originalGroup = this.group, originalShadow = this.shadow, abs = Math.abs, multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n var el = fabric.util.createCanvasElement(), // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true), shadow = this.shadow, scaling, shadowOffset = {\n x: 0,\n y: 0\n }, shadowBlur, width, height;\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = {\n scaleX: 1,\n scaleY: 1\n };\n } else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * abs(scaling.scaleX);\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * abs(scaling.scaleY);\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false\n });\n if (options.format === \"jpeg\") {\n canvas.backgroundColor = \"#fff\";\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), \"center\", \"center\");\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set(\"canvas\", originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n return canvasEl;\n },\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */ toDataURL: function(options) {\n options || (options = {});\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || \"png\", options.quality || 1);\n },\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */ isType: function(type) {\n return arguments.length > 1 ? Array.from(arguments).includes(this.type) : this.type === type;\n },\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */ complexity: function() {\n return 1;\n },\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */ toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */ rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== \"center\" || this.originY !== \"center\") && this.centeredRotation;\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n this.set(\"angle\", angle);\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n return this;\n },\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ centerH: function() {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ viewportCenterH: function() {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ centerV: function() {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ viewportCenterV: function() {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ center: function() {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */ viewportCenter: function() {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */ getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y), objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */ _setupCompositeOperation: function(ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n },\n /**\n * cancel instance's running animations\n * override if necessary to dispose artifacts such as `clipPath`\n */ dispose: function() {\n if (fabric.runningAnimations) {\n fabric.runningAnimations.cancelByTarget(this);\n }\n }\n });\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n extend(fabric.Object.prototype, fabric.Observable);\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */ fabric.Object.NUM_FRACTION_DIGITS = 2;\n /**\n * Defines which properties should be enlivened from the object passed to {@link fabric.Object._fromObject}\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type string[]\n */ fabric.Object.ENLIVEN_PROPS = [\n \"clipPath\"\n ];\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([\n object.fill,\n object.stroke\n ], function(patterns) {\n if (typeof patterns[0] !== \"undefined\") {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== \"undefined\") {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjectEnlivables(object, object, function() {\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */ fabric.Object.__uid = 0;\n})( true ? exports : 0);\n(function() {\n var degreesToRadians = fabric.util.degreesToRadians, originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n }, originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x, y = point.y, offsetX, offsetY, dim;\n if (typeof fromOriginX === \"string\") {\n fromOriginX = originXOffset[fromOriginX];\n } else {\n fromOriginX -= 0.5;\n }\n if (typeof toOriginX === \"string\") {\n toOriginX = originXOffset[toOriginX];\n } else {\n toOriginX -= 0.5;\n }\n offsetX = toOriginX - fromOriginX;\n if (typeof fromOriginY === \"string\") {\n fromOriginY = originYOffset[fromOriginY];\n } else {\n fromOriginY -= 0.5;\n }\n if (typeof toOriginY === \"string\") {\n toOriginY = originYOffset[toOriginY];\n } else {\n toOriginY -= 0.5;\n }\n offsetY = toOriginY - fromOriginY;\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n return new fabric.Point(x, y);\n },\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, \"center\", \"center\");\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, \"center\", \"center\", originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */ getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */ // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */ toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(), p, p2;\n if (typeof originX !== \"undefined\" && typeof originY !== \"undefined\") {\n p = this.translateToGivenOrigin(center, \"center\", \"center\", originX, originY);\n } else {\n p = new fabric.Point(this.left, this.top);\n }\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */ // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */ setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY), position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set(\"left\", position.x);\n this.set(\"top\", position.y);\n },\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */ adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle), hypotFull = this.getScaledWidth(), xFull = fabric.util.cos(angle) * hypotFull, yFull = fabric.util.sin(angle) * hypotFull, offsetFrom, offsetTo;\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === \"string\") {\n offsetFrom = originXOffset[this.originX];\n } else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === \"string\") {\n offsetTo = originXOffset[to];\n } else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */ _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n var center = this.getCenterPoint();\n this.originX = \"center\";\n this.originY = \"center\";\n this.left = center.x;\n this.top = center.y;\n },\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */ _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(this.getCenterPoint(), this._originalOriginX, this._originalOriginY);\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n this.left = originPoint.x;\n this.top = originPoint.y;\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n /**\n * @private\n */ _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), \"left\", \"top\");\n }\n });\n})();\n(function() {\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n var util = fabric.util, degreesToRadians = util.degreesToRadians, multiplyMatrices = util.multiplyTransformMatrices, transformPoint = util.transformPoint;\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */ oCoords: null,\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */ aCoords: null,\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords.\n * @memberOf fabric.Object.prototype\n */ lineCoords: null,\n /**\n * storage for object transform matrix\n */ ownMatrixCache: null,\n /**\n * storage for object full transform matrix\n */ matrixCache: null,\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */ controls: {},\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */ _getCoords: function(absolute, calculate) {\n if (calculate) {\n return absolute ? this.calcACoords() : this.calcLineCoords();\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return absolute ? this.aCoords : this.lineCoords;\n },\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */ getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */ intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate), intersection = fabric.Intersection.intersectPolygonRectangle(coords, pointTL, pointBR);\n return intersection.status === \"Intersection\";\n },\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */ intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(this.getCoords(absolute, calculate), other.getCoords(absolute, calculate));\n return intersection.status === \"Intersection\" || other.isContainedWithinObject(this, absolute, calculate) || this.isContainedWithinObject(other, absolute, calculate);\n },\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */ isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate), otherCoords = absolute ? other.aCoords : other.lineCoords, i = 0, lines = other._getImageLines(otherCoords);\n for(; i < 4; i++){\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */ isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n return boundingRect.left >= pointTL.x && boundingRect.left + boundingRect.width <= pointBR.x && boundingRect.top >= pointTL.y && boundingRect.top + boundingRect.height <= pointBR.y;\n },\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */ containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate), lines = lines || this._getImageLines(coords), xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return xPoints !== 0 && xPoints % 2 === 1;\n },\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */ isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x && point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */ _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = {\n x: (pointTL.x + pointBR.x) / 2,\n y: (pointTL.y + pointBR.y) / 2\n };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */ isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) && (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */ _getImageLines: function(oCoords) {\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n return lines;\n },\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */ // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, xcount = 0, iLine;\n for(var lineKey in lines){\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if (iLine.o.y < point.y && iLine.d.y < point.y) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if (iLine.o.y >= point.y && iLine.d.y >= point.y) {\n continue;\n }\n // optimisation 3: vertical line case\n if (iLine.o.x === iLine.d.x && iLine.o.x >= point.x) {\n xi = iLine.o.x;\n // yi = point.y;\n } else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */ getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */ getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */ getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */ _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n } else {\n return this.minScaleLimit;\n }\n } else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */ scale: function(value) {\n this._set(\"scaleX\", value);\n this._set(\"scaleY\", value);\n return this.setCoords();\n },\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */ scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */ scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(), padding = this.padding, angle = degreesToRadians(this.angle), cos = util.cos(angle), sin = util.sin(angle), cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP, cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt)\n };\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n return lineCoords;\n },\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(), translateMatrix = this._calcTranslateMatrix(), vpt = this.getViewportTransform(), startMatrix = multiplyMatrices(vpt, translateMatrix), finalMatrix = multiplyMatrices(startMatrix, rotateMatrix), finalMatrix = multiplyMatrices(finalMatrix, [\n 1 / vpt[0],\n 0,\n 0,\n 1 / vpt[3],\n 0,\n 0\n ]), dim = this._calculateCurrentDimensions(), coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(), translateMatrix = this._calcTranslateMatrix(), finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix), dim = this._getTransformedDimensions(), w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({\n x: -w,\n y: -h\n }, finalMatrix),\n tr: transformPoint({\n x: w,\n y: -h\n }, finalMatrix),\n bl: transformPoint({\n x: -w,\n y: h\n }, finalMatrix),\n br: transformPoint({\n x: w,\n y: h\n }, finalMatrix)\n };\n },\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}\n *\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */ setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */ _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */ _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [\n 1,\n 0,\n 0,\n 1,\n center.x,\n center.y\n ];\n },\n transformMatrixKey: function(skipGroup) {\n var sep = \"_\", prefix = \"\";\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n }\n ;\n return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY + sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY + sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */ calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */ calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(), options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */ _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth, w = this.width + strokeWidth, h = this.height + strokeWidth;\n return {\n x: w,\n y: h\n };\n },\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */ _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === \"undefined\") {\n skewX = this.skewX;\n }\n if (typeof skewY === \"undefined\") {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY, noSkew = skewX === 0 && skewY === 0;\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n } else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */ _finalizeDimensions: function(width, height) {\n return this.strokeUniform ? {\n x: width + this.strokeWidth,\n y: height + this.strokeWidth\n } : {\n x: width,\n y: height\n };\n },\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */ _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(), dim = this._getTransformedDimensions(), p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n }\n });\n})();\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */ sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n } else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */ bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n } else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */ sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n } else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */ bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n } else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */ moveTo: function(index) {\n if (this.group && this.group.type !== \"activeSelection\") {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n } else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n(function() {\n var extend = fabric.util.object.extend, originalSet = \"stateProperties\";\n /*\n Depends on `stateProperties`\n */ function saveProps(origin, destination, props) {\n var tmpObj = {}, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n extend(origin[destination], tmpObj, deep);\n }\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n } else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for(var i = 0, len = origValue.length; i < len; i++){\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n } else if (origValue && typeof origValue === \"object\") {\n var keys = Object.keys(origValue), key;\n if (!currentValue || typeof currentValue !== \"object\" || !firstPass && keys.length !== Object.keys(currentValue).length) {\n return false;\n }\n for(var i = 0, len = keys.length; i < len; i++){\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === \"canvas\" || key === \"group\") {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */ hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = \"_\" + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */ saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet, destination = \"_\" + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */ setupState: function(options) {\n options = options || {};\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this[\"_\" + propertySet] = {};\n this.saveState(options);\n return this;\n }\n });\n})();\n(function() {\n var degreesToRadians = fabric.util.degreesToRadians;\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */ _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || !this.canvas || this.canvas._activeObject !== this) {\n return false;\n }\n var ex = pointer.x, ey = pointer.y, xPoints, lines, keys = Object.keys(this.oCoords), j = keys.length - 1, i;\n this.__corner = 0;\n // cycle in reverse order so we pick first the one on top\n for(; j >= 0; j--){\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n xPoints = this._findCrossPoints({\n x: ex,\n y: ey\n }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */ forEachControl: function(fn) {\n for(var i in this.controls){\n fn(this.controls[i], i, this);\n }\n ;\n },\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */ _setCornerCoords: function() {\n var coords = this.oCoords;\n for(var control in coords){\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor || this.canvas && !this.canvas.interactive || this.canvas && this.canvas._activeObject !== this) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(), vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(), strokeWidth = this.borderScaleFactor, width = wh.x + strokeWidth, height = wh.y + strokeWidth, hasControls = typeof styleOverride.hasControls !== \"undefined\" ? styleOverride.hasControls : this.hasControls, shouldStroke = false;\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeRect(-width / 2, -height / 2, width, height);\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(control.x * width + control.offsetX, control.y * height + control.offsetY);\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options), strokeWidth = this.strokeWidth, strokeUniform = this.strokeUniform, borderScaleFactor = this.borderScaleFactor, width = bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor, height = bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(-width / 2, -height / 2, width, height);\n ctx.restore();\n return this;\n },\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */ drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n return this;\n },\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */ isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */ setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */ setControlsVisibility: function(options) {\n options || (options = {});\n for(var p in options){\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */ onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */ onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */ FX_DURATION: 500,\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */ fxCenterObjectH: function(object, callbacks) {\n callbacks = callbacks || {};\n var empty = function() {}, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this;\n return fabric.util.animate({\n target: this,\n startValue: object.left,\n endValue: this.getCenterPoint().x,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set(\"left\", value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */ fxCenterObjectV: function(object, callbacks) {\n callbacks = callbacks || {};\n var empty = function() {}, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this;\n return fabric.util.animate({\n target: this,\n startValue: object.top,\n endValue: this.getCenterPoint().y,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set(\"top\", value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */ fxRemove: function(object, callbacks) {\n callbacks = callbacks || {};\n var empty = function() {}, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this;\n return fabric.util.animate({\n target: this,\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set(\"opacity\", value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n _this.remove(object);\n onComplete();\n }\n });\n }\n});\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @return {fabric.AnimationContext | fabric.AnimationContext[]} animation context (or an array if passed multiple properties)\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */ animate: function() {\n if (arguments[0] && typeof arguments[0] === \"object\") {\n var propsToAnimate = [], prop, skipCallbacks, out = [];\n for(prop in arguments[0]){\n propsToAnimate.push(prop);\n }\n for(var i = 0, len = propsToAnimate.length; i < len; i++){\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n out.push(this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks));\n }\n return out;\n } else {\n return this._animate.apply(this, arguments);\n }\n },\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */ _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n to = to.toString();\n if (!options) {\n options = {};\n } else {\n options = fabric.util.object.clone(options);\n }\n if (~property.indexOf(\".\")) {\n propPair = property.split(\".\");\n }\n var propIsColor = _this.colorProperties.indexOf(property) > -1 || propPair && _this.colorProperties.indexOf(propPair[1]) > -1;\n var currentValue = propPair ? this.get(propPair[0])[propPair[1]] : this.get(property);\n if (!(\"from\" in options)) {\n options.from = currentValue;\n }\n if (!propIsColor) {\n if (~to.indexOf(\"=\")) {\n to = currentValue + parseFloat(to.replace(\"=\", \"\"));\n } else {\n to = parseFloat(to);\n }\n }\n var _options = {\n target: this,\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function(value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n } else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function(value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n } else {\n return fabric.util.animate(_options);\n }\n }\n});\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend;\n if (fabric.Rect) {\n fabric.warn(\"fabric.Rect is already defined\");\n return;\n }\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */ fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: fabric.Object.prototype.stateProperties.concat(\"rx\", \"ry\"),\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"rect\",\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */ rx: 0,\n /**\n * Vertical border radius\n * @type Number\n * @default\n */ ry: 0,\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"rx\", \"ry\"),\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(options) {\n this.callSuper(\"initialize\", options);\n this._initRxRy();\n },\n /**\n * Initializes rx/ry attributes\n * @private\n */ _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n } else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0, ry = this.ry ? Math.min(this.ry, this.height / 2) : 0, w = this.width, h = this.height, x = -this.width / 2, y = -this.height / 2, isRounded = rx !== 0 || ry !== 0, /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */ k = 1 - 0.5522847498;\n ctx.beginPath();\n ctx.moveTo(x + rx, y);\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n ctx.closePath();\n this._renderPaintInOrder(ctx);\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return this.callSuper(\"toObject\", [\n \"rx\",\n \"ry\"\n ].concat(propertiesToInclude));\n }\n });\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */ fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject(\"Rect\", object, callback);\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, min = fabric.util.array.min, max = fabric.util.array.max, toFixed = fabric.util.toFixed, projectStrokeOnPoints = fabric.util.projectStrokeOnPoints;\n if (fabric.Polyline) {\n fabric.warn(\"fabric.Polyline is already defined\");\n return;\n }\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */ fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"polyline\",\n /**\n * Points array\n * @type Array\n * @default\n */ points: null,\n /**\n * WARNING: Feature in progress\n * Calculate the exact bounding box taking in account strokeWidth on acute angles\n * this will be turned to true by default on fabric 6.0\n * maybe will be left in as an optimization since calculations may be slow\n * @deprecated\n * @type Boolean\n * @default false\n */ exactBoundingBox: false,\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"points\"),\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */ initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper(\"initialize\", options);\n this._setPositionDimensions(options);\n },\n /**\n * @private\n */ _projectStrokeOnPoints: function() {\n return projectStrokeOnPoints(this.points, this, true);\n },\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop, correctSize = this.exactBoundingBox ? this.strokeWidth : 0;\n this.width = calcDim.width - correctSize;\n this.height = calcDim.height - correctSize;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin({\n // this looks bad, but is one way to keep it optional for now.\n x: calcDim.left - this.strokeWidth / 2 + correctSize / 2,\n y: calcDim.top - this.strokeWidth / 2 + correctSize / 2\n }, \"left\", \"top\", this.originX, this.originY);\n }\n if (typeof options.left === \"undefined\") {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === \"undefined\") {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2 + correctSize / 2,\n y: calcDim.top + this.height / 2 + correctSize / 2\n };\n },\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */ _calcDimensions: function() {\n var points = this.exactBoundingBox ? this._projectStrokeOnPoints() : this.points, minX = min(points, \"x\") || 0, minY = min(points, \"y\") || 0, maxX = max(points, \"x\") || 0, maxY = max(points, \"y\") || 0, width = maxX - minX, height = maxY - minY;\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return extend(this.callSuper(\"toObject\", propertiesToInclude), {\n points: this.points.concat()\n });\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ commonRender: function(ctx) {\n var point, len = this.points.length, x = this.pathOffset.x, y = this.pathOffset.y;\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for(var i = 0; i < len; i++){\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */ complexity: function() {\n return this.get(\"points\").length;\n }\n });\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */ fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject(\"Polyline\", object, callback, \"points\");\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), min = fabric.util.array.min, max = fabric.util.array.max, extend = fabric.util.object.extend, clone = fabric.util.object.clone, toFixed = fabric.util.toFixed;\n if (fabric.Path) {\n fabric.warn(\"fabric.Path is already defined\");\n return;\n }\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */ fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"path\",\n /**\n * Array of path points\n * @type Array\n * @default\n */ path: null,\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"path\", \"fillRule\"),\n stateProperties: fabric.Object.prototype.stateProperties.concat(\"path\"),\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */ initialize: function(path, options) {\n options = clone(options || {});\n delete options.path;\n this.callSuper(\"initialize\", options);\n this._setPath(path || [], options);\n },\n /**\n * @private\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n */ _setPath: function(path, options) {\n this.path = fabric.util.makePathSimpler(Array.isArray(path) ? path : fabric.util.parsePath(path));\n fabric.Polyline.prototype._setPositionDimensions.call(this, options || {});\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */ _renderPathCommands: function(ctx) {\n var current, subpathStartX = 0, subpathStartY = 0, x = 0, y = 0, controlX = 0, controlY = 0, l = -this.pathOffset.x, t = -this.pathOffset.y;\n ctx.beginPath();\n for(var i = 0, len = this.path.length; i < len; ++i){\n current = this.path[i];\n switch(current[0]){\n case \"L\":\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n case \"M\":\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n case \"C\":\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(current[1] + l, current[2] + t, controlX + l, controlY + t, x + l, y + t);\n break;\n case \"Q\":\n ctx.quadraticCurveTo(current[1] + l, current[2] + t, current[3] + l, current[4] + t);\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n case \"z\":\n case \"Z\":\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */ _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */ toString: function() {\n return \"#\";\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n return extend(this.callSuper(\"toObject\", propertiesToInclude), {\n path: this.path.map(function(item) {\n return item.slice();\n })\n });\n },\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject([\n \"sourcePath\"\n ].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */ complexity: function() {\n return this.path.length;\n },\n /**\n * @private\n */ _calcDimensions: function() {\n var aX = [], aY = [], current, subpathStartX = 0, subpathStartY = 0, x = 0, y = 0, bounds;\n for(var i = 0, len = this.path.length; i < len; ++i){\n current = this.path[i];\n switch(current[0]){\n case \"L\":\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n case \"M\":\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n case \"C\":\n bounds = fabric.util.getBoundsOfCurve(x, y, current[1], current[2], current[3], current[4], current[5], current[6]);\n x = current[5];\n y = current[6];\n break;\n case \"Q\":\n bounds = fabric.util.getBoundsOfCurve(x, y, current[1], current[2], current[1], current[2], current[3], current[4]);\n x = current[3];\n y = current[4];\n break;\n case \"z\":\n case \"Z\":\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function(point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n var minX = min(aX) || 0, minY = min(aY) || 0, maxX = max(aX) || 0, maxY = max(aY) || 0, deltaX = maxX - minX, deltaY = maxY - minY;\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */ fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === \"string\") {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function(elements) {\n var path = elements[0];\n path.setOptions(object);\n callback && callback(path);\n });\n } else {\n fabric.Object._fromObject(\"Path\", object, callback, \"path\");\n }\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), min = fabric.util.array.min, max = fabric.util.array.max;\n if (fabric.Group) {\n return;\n }\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */ fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"group\",\n /**\n * Width of stroke\n * @type Number\n * @default\n */ strokeWidth: 0,\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */ subTargetCheck: false,\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */ cacheProperties: [],\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */ useSetOnGroup: false,\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */ initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper(\"initialize\", options);\n this._objects = objects || [];\n for(var i = this._objects.length; i--;){\n this._objects[i].group = this;\n }\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper(\"initialize\", options);\n } else {\n this._updateObjectsACoords();\n }\n this.setCoords();\n },\n /**\n * @private\n */ _updateObjectsACoords: function() {\n var skipControls = true;\n for(var i = this._objects.length; i--;){\n this._objects[i].setCoords(skipControls);\n }\n },\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */ _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for(var i = this._objects.length; i--;){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */ _updateObjectCoords: function(object, center) {\n var objectLeft = object.left, objectTop = object.top, skipControls = true;\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n /**\n * Returns string represenation of a group\n * @return {String}\n */ toString: function() {\n return \"#\";\n },\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */ addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set(\"canvas\", this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n } else {\n this.setCoords();\n }\n return this;\n },\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */ removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n /**\n * @private\n */ _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set(\"canvas\", this.canvas);\n },\n /**\n * @private\n */ _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n /**\n * @private\n */ _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while(i--){\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === \"canvas\") {\n while(i--){\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects.filter(function(obj) {\n return !obj.excludeFromExport;\n }).map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */ toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n } else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */ render: function(ctx) {\n this._transformDone = true;\n this.callSuper(\"render\", ctx);\n this._transformDone = false;\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */ shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for(var i = 0, len = this._objects.length; i < len; i++){\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */ willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for(var i = 0, len = this._objects.length; i < len; i++){\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */ isOnACache: function() {\n return this.ownCaching || this.group && this.group.isOnACache();\n },\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawObject: function(ctx) {\n for(var i = 0, len = this._objects.length; i < len; i++){\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx, this.clipPath);\n },\n /**\n * Check if cache is dirty\n */ isCacheDirty: function(skipCanvas) {\n if (this.callSuper(\"isCacheDirty\", skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for(var i = 0, len = this._objects.length; i < len; i++){\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */ _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */ destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set(\"dirty\", true);\n });\n return this._restoreObjectsState();\n },\n dispose: function() {\n this.callSuper(\"dispose\");\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n },\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */ toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = \"activeSelection\";\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */ ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */ setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n /**\n * @private\n */ _calcBounds: function(onlyWidthHeight) {\n var aX = [], aY = [], o, prop, coords, props = [\n \"tr\",\n \"br\",\n \"bl\",\n \"tl\"\n ], i = 0, iLen = this._objects.length, j, jLen = props.length;\n for(; i < iLen; ++i){\n o = this._objects[i];\n coords = o.calcACoords();\n for(j = 0; j < jLen; j++){\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n /**\n * @private\n */ _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)), maxXY = new fabric.Point(max(aX), max(aY)), top = minXY.y || 0, left = minXY.x || 0, width = maxXY.x - minXY.x || 0, height = maxXY.y - minXY.y || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({\n x: left,\n y: top\n }, \"left\", \"top\");\n }\n }\n });\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */ fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects, options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === \"string\") {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function(elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n group.set(options);\n callback && callback(group);\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function() {\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {});\n if (fabric.ActiveSelection) {\n return;\n }\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */ fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"activeSelection\",\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */ initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for(var i = this._objects.length; i--;){\n this._objects[i].group = this;\n }\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */ toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */ onDeselect: function() {\n this.destroy();\n return false;\n },\n /**\n * Returns string representation of a group\n * @return {String}\n */ toString: function() {\n return \"#\";\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */ shouldCache: function() {\n return false;\n },\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */ isOnACache: function() {\n return false;\n },\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */ _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper(\"_renderControls\", ctx, styleOverride);\n childrenOverride = childrenOverride || {};\n if (typeof childrenOverride.hasControls === \"undefined\") {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for(var i = 0, len = this._objects.length; i < len; i++){\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n }\n });\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */ fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var extend = fabric.util.object.extend;\n if (!global.fabric) {\n global.fabric = {};\n }\n if (global.fabric.Image) {\n fabric.warn(\"fabric.Image is already defined.\");\n return;\n }\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */ fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"image\",\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */ strokeWidth: 0,\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */ srcFromAttribute: false,\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */ _lastScaleX: 1,\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */ _lastScaleY: 1,\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */ _filterScalingX: 1,\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */ _filterScalingY: 1,\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */ minimumScaleTrigger: 0.5,\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: fabric.Object.prototype.stateProperties.concat(\"cropX\", \"cropY\"),\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */ cacheProperties: fabric.Object.prototype.cacheProperties.concat(\"cropX\", \"cropY\"),\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */ cacheKey: \"\",\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */ cropX: 0,\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */ cropY: 0,\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */ imageSmoothing: true,\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */ initialize: function(element, options) {\n options || (options = {});\n this.filters = [];\n this.cacheKey = \"texture\" + fabric.Object.__uid++;\n this.callSuper(\"initialize\", options);\n this._initElement(element, options);\n },\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */ getElement: function() {\n return this._element || {};\n },\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */ setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + \"_filtered\");\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n /**\n * Delete a single texture if in webgl mode\n */ removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */ dispose: function() {\n this.callSuper(\"dispose\");\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + \"_filtered\");\n this._cacheContext = undefined;\n [\n \"_originalElement\",\n \"_element\",\n \"_filteredEl\",\n \"_cacheCanvas\"\n ].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */ getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */ getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var filters = [];\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(this.callSuper(\"toObject\", [\n \"cropX\",\n \"cropY\"\n ].concat(propertiesToInclude)), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */ hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */ getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n if (this.srcFromAttribute) {\n return element.getAttribute(\"src\");\n } else {\n return element.src;\n }\n } else {\n return this.src || \"\";\n }\n },\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */ setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */ toString: function() {\n return '#';\n },\n applyResizeFilters: function() {\n var filter = this.resizeFilter, minimumScale = this.minimumScaleTrigger, objectScale = this.getTotalObjectScaling(), scaleX = objectScale.scaleX, scaleY = objectScale.scaleY, elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set(\"dirty\", true);\n }\n if (!filter || scaleX > minimumScale && scaleY > minimumScale) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(), cacheKey = this._filteredEl ? this.cacheKey + \"_filtered\" : this.cacheKey, sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters([\n filter\n ], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */ applyFilters: function(filters) {\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) {\n return filter && !filter.isNeutralState();\n });\n this.set(\"dirty\", true);\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + \"_filtered\");\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n var imgElement = this._originalElement, sourceWidth = imgElement.naturalWidth || imgElement.width, sourceHeight = imgElement.naturalHeight || imgElement.height;\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n } else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext(\"2d\").clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width || this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */ shouldCache: function() {\n return this.needsItsOwnCache();\n },\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY, w = this.width, h = this.height, min = Math.min, max = Math.max, // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0), elWidth = elementToDraw.naturalWidth || elementToDraw.width, elHeight = elementToDraw.naturalHeight || elementToDraw.height, sX = cropX * scaleX, sY = cropY * scaleY, // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX), sH = min(h * scaleY, elHeight - sY), x = -w / 2, y = -h / 2, maxDestW = min(w, elWidth / scaleX - cropX), maxDestH = min(h, elHeight / scaleY - cropY);\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n /**\n * needed to check if image needs resize\n * @private\n */ _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY;\n },\n /**\n * @private\n */ _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */ _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n /**\n * @private\n * @param {Object} [options] Options object\n */ _initConfig: function(options) {\n options || (options = {});\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */ _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, \"fabric.Image.filters\");\n } else {\n callback && callback();\n }\n },\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */ _setWidthHeight: function(options) {\n options || (options = {});\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */ parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || \"\"), rWidth = this._element.width, rHeight = this._element.height, scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0, offset, pWidth = this.width, pHeight = this.height, parsedAttributes = {\n width: pWidth,\n height: pHeight\n };\n if (pAR && (pAR.alignX !== \"none\" || pAR.alignY !== \"none\")) {\n if (pAR.meetOrSlice === \"meet\") {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === \"Min\") {\n offsetLeft = -offset;\n }\n if (pAR.alignX === \"Max\") {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === \"Min\") {\n offsetTop = -offset;\n }\n if (pAR.alignY === \"Max\") {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === \"slice\") {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === \"Mid\") {\n cropX = offset / 2;\n }\n if (pAR.alignX === \"Max\") {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === \"Mid\") {\n cropY = offset / 2;\n }\n if (pAR.alignY === \"Max\") {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n } else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */ fabric.Image.CSS_CANVAS = \"canvas-img\";\n /**\n * Alias for getSrc\n * @static\n */ fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */ fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [\n object.resizeFilter\n ], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjectEnlivables(object, object, function() {\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */ fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n})( true ? exports : 0);\n(function() {\n \"use strict\";\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */ function testPrecision(gl, precision) {\n var fragmentSource = \"precision \" + precision + \" float;\\nvoid main(){}\";\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */ fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement(\"canvas\");\n var gl = canvas.getContext(\"webgl\") || canvas.getContext(\"experimental-webgl\");\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = [\n \"highp\",\n \"mediump\",\n \"lowp\"\n ];\n for(var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])) {\n fabric.webGlPrecision = precisions[i];\n break;\n }\n ;\n }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n fabric.WebglFilterBackend = WebglFilterBackend;\n /**\n * WebGL filter backend.\n */ function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n }\n ;\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n tileSize: 2048,\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/ resources: {},\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */ setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([\n 0,\n 0,\n 0,\n 1,\n 1,\n 0,\n 1,\n 1\n ]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */ chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== \"undefined\", canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n } catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== \"undefined\";\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== \"undefined\";\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n } else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */ createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n }, gl = canvas.getContext(\"webgl\", glOptions);\n if (!gl) {\n gl = canvas.getContext(\"experimental-webgl\", glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */ applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture || this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) {\n filter && filter.applyTo(pipelineState);\n });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext(\"2d\").setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n /**\n * Detach event listeners, remove references, and clean up caches.\n */ dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n /**\n * Wipe out WebGL-related caches.\n */ clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @returns {WebGLTexture}\n */ createTexture: function(gl, width, height, textureImageSource) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n } else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */ getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n } else {\n var texture = this.createTexture(this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */ evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n copyGLTo2D: copyGLTo2DDrawImage,\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */ captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = {\n renderer: \"\",\n vendor: \"\"\n };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension(\"WEBGL_debug_renderer_info\");\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n }\n };\n})();\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, width = targetCanvas.width, height = targetCanvas.height, dWidth = pipelineState.destinationWidth, dHeight = pipelineState.destinationHeight;\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */ function copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext(\"2d\");\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0, targetCanvas.width, targetCanvas.height);\n}\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */ function copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext(\"2d\"), dWidth = pipelineState.destinationWidth, dHeight = pipelineState.destinationHeight, numBytes = dWidth * dHeight * 4;\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n(function() {\n \"use strict\";\n var noop = function() {};\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n /**\n * Canvas 2D filter backend.\n */ function Canvas2dFilterBackend() {}\n ;\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/ resources: {},\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */ applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext(\"2d\");\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this\n };\n filters.forEach(function(filter) {\n filter.applyTo(pipelineState);\n });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n }\n };\n})();\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */ fabric.Image = fabric.Image || {};\nfabric.Image.filters = fabric.Image.filters || {};\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */ fabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"BaseFilter\",\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */ vertexSource: \"attribute vec2 aPosition;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vTexCoord = aPosition;\\n\" + \"gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n\" + \"}\",\n fragmentSource: \"precision highp float;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"void main() {\\n\" + \"gl_FragColor = texture2D(uTexture, vTexCoord);\\n\" + \"}\",\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */ setOptions: function(options) {\n for(var prop in options){\n this[prop] = options[prop];\n }\n },\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */ createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== \"highp\") {\n fragmentSource = fragmentSource.replace(/precision highp float/g, \"precision \" + fabric.webGlPrecision + \" float\");\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(// eslint-disable-next-line prefer-template\n \"Vertex shader compile error for \" + this.type + \": \" + gl.getShaderInfoLog(vertexShader));\n }\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(// eslint-disable-next-line prefer-template\n \"Fragment shader compile error for \" + this.type + \": \" + gl.getShaderInfoLog(fragmentShader));\n }\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(// eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' + gl.getProgramInfoLog(program));\n }\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || {};\n uniformLocations.uStepW = gl.getUniformLocation(program, \"uStepW\");\n uniformLocations.uStepH = gl.getUniformLocation(program, \"uStepH\");\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */ getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, \"aPosition\")\n };\n },\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */ getUniformLocations: function() {\n // in case i do not need any special uniform i need to return an empty object\n return {};\n },\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */ sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, options.targetTexture, 0);\n } else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/ isNeutralState: function() {\n var main = this.mainParameter, _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for(var i = _class[main].length; i--;){\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n } else {\n return _class[main] === this[main];\n }\n } else {\n return false;\n }\n },\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n } else {\n this.applyTo2d(options);\n }\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n } else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */ sendUniformData: function() {\n // Intentionally left blank. Override me in subclasses.\n },\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */ createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement(\"canvas\");\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n var object = {\n type: this.type\n }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */ toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"ColorMatrix\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"uniform mat4 uColorMatrix;\\n\" + \"uniform vec4 uConstants;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"color *= uColorMatrix;\\n\" + \"color += uConstants;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */ matrix: [\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n mainParameter: \"matrix\",\n /**\n * Lock the colormatrix on the color part, skipping alpha, mainly for non webgl scenario\n * to save some calculation\n * @type Boolean\n * @default true\n */ colorsOnly: true,\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n this.callSuper(\"initialize\", options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, iLen = data.length, m = this.matrix, r, g, b, a, i, colorsOnly = this.colorsOnly;\n for(i = 0; i < iLen; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n } else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, \"uColorMatrix\"),\n uConstants: gl.getUniformLocation(program, \"uConstants\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix, matrix = [\n m[0],\n m[1],\n m[2],\n m[3],\n m[5],\n m[6],\n m[7],\n m[8],\n m[10],\n m[11],\n m[12],\n m[13],\n m[15],\n m[16],\n m[17],\n m[18]\n ], constants = [\n m[4],\n m[9],\n m[14],\n m[19]\n ];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */ fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Brightness\",\n /**\n * Fragment source for the brightness program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uBrightness;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"color.rgb += uBrightness;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */ brightness: 0,\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"brightness\",\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData, data = imageData.data, i, len = data.length, brightness = Math.round(this.brightness * 255);\n for(i = 0; i < len; i += 4){\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, \"uBrightness\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */ fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Convolute\",\n /*\n * Opaque value (true/false)\n */ opaque: false,\n /*\n * matrix for the filter, max 9x9\n */ matrix: [\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0\n ],\n /**\n * Fragment source for the brightness program\n */ fragmentSource: {\n Convolute_3_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[9];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 3.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 3.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_3_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[9];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 3.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 3.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\",\n Convolute_5_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[25];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 5.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 5.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_5_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[25];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 5.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 5.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\",\n Convolute_7_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[49];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 7.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 7.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_7_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[49];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 7.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 7.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\",\n Convolute_9_1: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[81];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 0);\\n\" + \"for (float h = 0.0; h < 9.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 9.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n\" + \"color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n Convolute_9_0: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uMatrix[81];\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0, 0, 0, 1);\\n\" + \"for (float h = 0.0; h < 9.0; h+=1.0) {\\n\" + \"for (float w = 0.0; w < 9.0; w+=1.0) {\\n\" + \"vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n\" + \"color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n\" + \"}\\n\" + \"}\\n\" + \"float alpha = texture2D(uTexture, vTexCoord).a;\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.a = alpha;\\n\" + \"}\"\n },\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */ /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + \"_\" + size + \"_\" + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, weights = this.matrix, side = Math.round(Math.sqrt(weights.length)), halfSide = Math.floor(side / 2), sw = imageData.width, sh = imageData.height, output = options.ctx.createImageData(sw, sh), dst = output.data, // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0, r, g, b, a, dstOff, scx, scy, srcOff, wt, x, y, cx, cy;\n for(y = 0; y < sh; y++){\n for(x = 0; x < sw; x++){\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0;\n g = 0;\n b = 0;\n a = 0;\n for(cy = 0; cy < side; cy++){\n for(cx = 0; cx < side; cx++){\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n } else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, \"uMatrix\"),\n uOpaque: gl.getUniformLocation(program, \"uOpaque\"),\n uHalfSize: gl.getUniformLocation(program, \"uHalfSize\"),\n uSize: gl.getUniformLocation(program, \"uSize\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return extend(this.callSuper(\"toObject\"), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */ fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Grayscale\",\n fragmentSource: {\n average: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"float average = (color.r + color.b + color.g) / 3.0;\\n\" + \"gl_FragColor = vec4(average, average, average, color.a);\\n\" + \"}\",\n lightness: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform int uMode;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 col = texture2D(uTexture, vTexCoord);\\n\" + \"float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n\" + \"gl_FragColor = vec4(average, average, average, col.a);\\n\" + \"}\",\n luminosity: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform int uMode;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 col = texture2D(uTexture, vTexCoord);\\n\" + \"float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n\" + \"gl_FragColor = vec4(average, average, average, col.a);\\n\" + \"}\"\n },\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */ mode: \"average\",\n mainParameter: \"mode\",\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, i, len = data.length, value, mode = this.mode;\n for(i = 0; i < len; i += 4){\n if (mode === \"average\") {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n } else if (mode === \"lightness\") {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) + Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n } else if (mode === \"luminosity\") {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var cacheKey = this.type + \"_\" + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, \"uMode\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/ isNeutralState: function() {\n return false;\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */ fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */ filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Invert\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform int uInvert;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"if (uInvert == 1) {\\n\" + \"gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n\" + \"} else {\\n\" + \"gl_FragColor = color;\\n\" + \"}\\n\" + \"}\",\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */ invert: true,\n mainParameter: \"invert\",\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, i, len = data.length;\n for(i = 0; i < len; i += 4){\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/ isNeutralState: function() {\n return !this.invert;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, \"uInvert\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */ fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Noise\",\n /**\n * Fragment source for the noise program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uStepH;\\n\" + \"uniform float uNoise;\\n\" + \"uniform float uSeed;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"float rand(vec2 co, float seed, float vScale) {\\n\" + \"return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n\" + \"}\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"noise\",\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */ noise: 0,\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData, data = imageData.data, i, len = data.length, noise = this.noise, rand;\n for(i = 0, len = data.length; i < len; i += 4){\n rand = (0.5 - Math.random()) * noise;\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, \"uNoise\"),\n uSeed: gl.getUniformLocation(program, \"uSeed\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return extend(this.callSuper(\"toObject\"), {\n noise: this.noise\n });\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */ fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Pixelate\",\n blocksize: 4,\n mainParameter: \"blocksize\",\n /**\n * Fragment source for the Pixelate program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uBlocksize;\\n\" + \"uniform float uStepW;\\n\" + \"uniform float uStepH;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"float blockW = uBlocksize * uStepW;\\n\" + \"float blockH = uBlocksize * uStepW;\\n\" + \"int posX = int(vTexCoord.x / blockW);\\n\" + \"int posY = int(vTexCoord.y / blockH);\\n\" + \"float fposX = float(posX);\\n\" + \"float fposY = float(posY);\\n\" + \"vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n\" + \"vec4 color = texture2D(uTexture, squareCoords);\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, iLen = imageData.height, jLen = imageData.width, index, i, j, r, g, b, a, _i, _j, _iLen, _jLen;\n for(i = 0; i < iLen; i += this.blocksize){\n for(j = 0; j < jLen; j += this.blocksize){\n index = i * 4 * jLen + j * 4;\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for(_i = i; _i < _iLen; _i++){\n for(_j = j; _j < _jLen; _j++){\n index = _i * 4 * jLen + _j * 4;\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/ isNeutralState: function() {\n return this.blocksize === 1;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, \"uBlocksize\"),\n uStepW: gl.getUniformLocation(program, \"uStepW\"),\n uStepH: gl.getUniformLocation(program, \"uStepH\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */ fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), extend = fabric.util.object.extend, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"RemoveColor\",\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */ color: \"#FFFFFF\",\n /**\n * Fragment source for the brightness program\n */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec4 uLow;\\n\" + \"uniform vec4 uHigh;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"gl_FragColor = texture2D(uTexture, vTexCoord);\\n\" + \"if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n\" + \"gl_FragColor.a = 0.0;\\n\" + \"}\\n\" + \"}\",\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/ distance: 0.02,\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/ useAlpha: false,\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */ /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, i, distance = this.distance * 255, r, g, b, source = new fabric.Color(this.color).getSource(), lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance\n ], highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance\n ];\n for(i = 0; i < data.length; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (r > lowC[0] && g > lowC[1] && b > lowC[2] && r < highC[0] && g < highC[1] && b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, \"uLow\"),\n uHigh: gl.getUniformLocation(program, \"uHigh\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(), distance = parseFloat(this.distance), lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ], highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return extend(this.callSuper(\"toObject\"), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */ fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n var matrices = {\n Brownie: [\n 0.59970,\n 0.34553,\n -0.27082,\n 0,\n 0.186,\n -0.03770,\n 0.86095,\n 0.15059,\n 0,\n -0.1449,\n 0.24113,\n -0.07441,\n 0.44972,\n 0,\n -0.02965,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Vintage: [\n 0.62793,\n 0.32021,\n -0.03965,\n 0,\n 0.03784,\n 0.02578,\n 0.64411,\n 0.03259,\n 0,\n 0.02926,\n 0.04660,\n -0.08512,\n 0.52416,\n 0,\n 0.02023,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Kodachrome: [\n 1.12855,\n -0.39673,\n -0.03992,\n 0,\n 0.24991,\n -0.16404,\n 1.08352,\n -0.05498,\n 0,\n 0.09698,\n -0.16786,\n -0.56034,\n 1.60148,\n 0,\n 0.13972,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Technicolor: [\n 1.91252,\n -0.85453,\n -0.09155,\n 0,\n 0.04624,\n -0.30878,\n 1.76589,\n -0.10601,\n 0,\n -0.27589,\n -0.23110,\n -0.75018,\n 1.84759,\n 0,\n 0.12137,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Polaroid: [\n 1.438,\n -0.062,\n -0.062,\n 0,\n 0,\n -0.122,\n 1.378,\n -0.122,\n 0,\n 0,\n -0.016,\n -0.016,\n 1.483,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n Sepia: [\n 0.393,\n 0.769,\n 0.189,\n 0,\n 0,\n 0.349,\n 0.686,\n 0.168,\n 0,\n 0,\n 0.272,\n 0.534,\n 0.131,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ],\n BlackWhite: [\n 1.5,\n 1.5,\n 1.5,\n 0,\n -1,\n 1.5,\n 1.5,\n 1.5,\n 0,\n -1,\n 1.5,\n 1.5,\n 1.5,\n 0,\n -1,\n 0,\n 0,\n 0,\n 1,\n 0\n ]\n };\n for(var key in matrices){\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: key,\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */ matrix: matrices[key],\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */ mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */ colorsOnly: true\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: \"BlendColor\",\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n * @type String\n * @default\n **/ color: \"#F95C63\",\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n * @type String\n * @default\n **/ mode: \"multiply\",\n /**\n * alpha value. represent the strength of the blend color operation.\n * @type Number\n * @default\n **/ alpha: 1,\n /**\n * Fragment source for the Multiply program\n */ fragmentSource: {\n multiply: \"gl_FragColor.rgb *= uColor.rgb;\\n\",\n screen: \"gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n\",\n add: \"gl_FragColor.rgb += uColor.rgb;\\n\",\n diff: \"gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n\",\n subtract: \"gl_FragColor.rgb -= uColor.rgb;\\n\",\n lighten: \"gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n\",\n darken: \"gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n\",\n exclusion: \"gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n\",\n overlay: \"if (uColor.r < 0.5) {\\n\" + \"gl_FragColor.r *= 2.0 * uColor.r;\\n\" + \"} else {\\n\" + \"gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n\" + \"}\\n\" + \"if (uColor.g < 0.5) {\\n\" + \"gl_FragColor.g *= 2.0 * uColor.g;\\n\" + \"} else {\\n\" + \"gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n\" + \"}\\n\" + \"if (uColor.b < 0.5) {\\n\" + \"gl_FragColor.b *= 2.0 * uColor.b;\\n\" + \"} else {\\n\" + \"gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n\" + \"}\\n\",\n tint: \"gl_FragColor.rgb *= (1.0 - uColor.a);\\n\" + \"gl_FragColor.rgb += uColor.rgb;\\n\"\n },\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */ buildSource: function(mode) {\n return \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec4 uColor;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"gl_FragColor = color;\\n\" + \"if (color.a > 0.0) {\\n\" + this.fragmentSource[mode] + \"}\\n\" + \"}\";\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var cacheKey = this.type + \"_\" + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, iLen = data.length, tr, tg, tb, r, g, b, source, alpha1 = 1 - this.alpha;\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n for(var i = 0; i < iLen; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n switch(this.mode){\n case \"multiply\":\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case \"screen\":\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case \"add\":\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case \"diff\":\n case \"difference\":\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case \"subtract\":\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case \"darken\":\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case \"lighten\":\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case \"overlay\":\n data[i] = tr < 128 ? 2 * r * tr / 255 : 255 - 2 * (255 - r) * (255 - tr) / 255;\n data[i + 1] = tg < 128 ? 2 * g * tg / 255 : 255 - 2 * (255 - g) * (255 - tg) / 255;\n data[i + 2] = tb < 128 ? 2 * b * tb / 255 : 255 - 2 * (255 - b) * (255 - tb) / 255;\n break;\n case \"exclusion\":\n data[i] = tr + r - 2 * tr * r / 255;\n data[i + 1] = tg + g - 2 * tg * g / 255;\n data[i + 2] = tb + b - 2 * tb * b / 255;\n break;\n case \"tint\":\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, \"uColor\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */ fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: \"BlendImage\",\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/ image: null,\n /**\n * Blend mode for the filter (one of \"multiply\", \"mask\")\n * @type String\n * @default\n **/ mode: \"multiply\",\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/ alpha: 1,\n vertexSource: \"attribute vec2 aPosition;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"varying vec2 vTexCoord2;\\n\" + \"uniform mat3 uTransformMatrix;\\n\" + \"void main() {\\n\" + \"vTexCoord = aPosition;\\n\" + \"vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n\" + \"gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n\" + \"}\",\n /**\n * Fragment source for the Multiply program\n */ fragmentSource: {\n multiply: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform sampler2D uImage;\\n\" + \"uniform vec4 uColor;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"varying vec2 vTexCoord2;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"vec4 color2 = texture2D(uImage, vTexCoord2);\\n\" + \"color.rgba *= color2.rgba;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n mask: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform sampler2D uImage;\\n\" + \"uniform vec4 uColor;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"varying vec2 vTexCoord2;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"vec4 color2 = texture2D(uImage, vTexCoord2);\\n\" + \"color.a = color2.a;\\n\" + \"gl_FragColor = color;\\n\" + \"}\"\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var cacheKey = this.type + \"_\" + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context, texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper(\"applyToWebGL\", options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ calculateMatrix: function() {\n var image = this.image, width = image._element.width, height = image._element.height;\n return [\n 1 / image.scaleX,\n 0,\n 0,\n 0,\n 1 / image.scaleY,\n 0,\n -image.left / width,\n -image.top / height,\n 1\n ];\n },\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, resources = options.filterBackend.resources, data = imageData.data, iLen = data.length, width = imageData.width, height = imageData.height, tr, tg, tb, ta, r, g, b, a, canvas1, context, image = this.image, blendData;\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext(\"2d\");\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n } else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for(var i = 0; i < iLen; i += 4){\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n switch(this.mode){\n case \"multiply\":\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case \"mask\":\n data[i + 3] = ta;\n break;\n }\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, \"uTransformMatrix\"),\n uImage: gl.getUniformLocation(program, \"uImage\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */ fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), pow = Math.pow, floor = Math.floor, sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin, ceil = Math.ceil, filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */ filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Resize\",\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */ resizeType: \"hermite\",\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */ scaleX: 1,\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */ scaleY: 1,\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */ lanczosLobes: 3,\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, \"uDelta\"),\n uTaps: gl.getUniformLocation(program, \"uTaps\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [\n 1 / this.width,\n 0\n ] : [\n 0,\n 1 / this.height\n ]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + \"_\" + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale, filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for(var i = 1; i <= filterWindow; i++){\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */ generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow), fragmentShader = this.fragmentSourceTOP, filterWindow;\n for(var i = 1; i <= filterWindow; i++){\n offsets[i - 1] = i + \".0 * uDelta\";\n }\n fragmentShader += \"uniform float uTaps[\" + filterWindow + \"];\\n\";\n fragmentShader += \"void main() {\\n\";\n fragmentShader += \" vec4 color = texture2D(uTexture, vTexCoord);\\n\";\n fragmentShader += \" float sum = 1.0;\\n\";\n offsets.forEach(function(offset, i) {\n fragmentShader += \" color += texture2D(uTexture, vTexCoord + \" + offset + \") * uTaps[\" + i + \"];\\n\";\n fragmentShader += \" color += texture2D(uTexture, vTexCoord - \" + offset + \") * uTaps[\" + i + \"];\\n\";\n fragmentShader += \" sum += 2.0 * uTaps[\" + i + \"];\\n\";\n });\n fragmentShader += \" gl_FragColor = color / sum;\\n\";\n fragmentShader += \"}\";\n return fragmentShader;\n },\n fragmentSourceTOP: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec2 uDelta;\\n\" + \"varying vec2 vTexCoord;\\n\",\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n } else {\n this.applyTo2d(options);\n }\n },\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return sin(x) / x * sin(xx) / xx;\n };\n },\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */ applyTo2d: function(options) {\n var imageData = options.imageData, scaleX = this.scaleX, scaleY = this.scaleY;\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n var oW = imageData.width, oH = imageData.height, dW = round(oW * scaleX), dH = round(oH * scaleY), newData;\n if (this.resizeType === \"sliceHack\") {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n } else if (this.resizeType === \"hermite\") {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n } else if (this.resizeType === \"bilinear\") {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n } else if (this.resizeType === \"lanczos\") {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData, mult = 0.5, doneW = false, doneH = false, stepW = oW * mult, stepH = oH * mult, resources = fabric.filterBackend.resources, tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement(\"canvas\");\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext(\"2d\");\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n dW = floor(dW);\n dH = floor(dH);\n while(!doneW || !doneH){\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n } else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n } else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ lanczosResize: function(options, oW, oH, dW, dH) {\n function process(u) {\n var v, i, weight, idx, a, red, green, blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for(v = 0; v < dH; v++){\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0;\n red = 0;\n green = 0;\n blue = 0;\n alpha = 0;\n for(i = icenter.x - range2X; i <= icenter.x + range2X; i++){\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = {};\n }\n for(var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++){\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n if (++u < dW) {\n return process(u);\n } else {\n return destImg;\n }\n }\n var srcData = options.imageData.data, destImg = options.ctx.createImageData(dW, dH), destData = destImg.data, lanczos = this.lanczosCreate(this.lanczosLobes), ratioX = this.rcpScaleX, ratioY = this.rcpScaleY, rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY, range2X = ceil(ratioX * this.lanczosLobes / 2), range2Y = ceil(ratioY * this.lanczosLobes / 2), cacheLanc = {}, center = {}, icenter = {};\n return process(0);\n },\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl, color, offset = 0, origPix, ratioX = this.rcpScaleX, ratioY = this.rcpScaleY, w4 = 4 * (oW - 1), img = options.imageData, pixels = img.data, destImage = options.ctx.createImageData(dW, dH), destPixels = destImage.data;\n for(i = 0; i < dH; i++){\n for(j = 0; j < dW; j++){\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n for(chnl = 0; chnl < 4; chnl++){\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) + c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */ hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY, ratioWHalf = ceil(ratioW / 2), ratioHHalf = ceil(ratioH / 2), img = options.imageData, data = img.data, img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for(var j = 0; j < dH; j++){\n for(var i = 0; i < dW; i++){\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0, gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for(var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++){\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf, centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for(var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++){\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf, w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */ if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */ }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */ toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */ fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Contrast\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uContrast;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n\" + \"color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */ contrast: 0,\n mainParameter: \"contrast\",\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */ /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len, data = imageData.data, len = data.length, contrast = Math.floor(this.contrast * 255), contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n for(i = 0; i < len; i += 4){\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, \"uContrast\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */ fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Saturation\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform float uSaturation;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"float rgMax = max(color.r, color.g);\\n\" + \"float rgbMax = max(rgMax, color.b);\\n\" + \"color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n\" + \"color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n\" + \"color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n\" + \"gl_FragColor = color;\\n\" + \"}\",\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */ saturation: 0,\n mainParameter: \"saturation\",\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */ /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */ applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData, data = imageData.data, len = data.length, adjust = -this.saturation, i, max;\n for(i = 0; i < len; i += 4){\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, \"uSaturation\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */ fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */ filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n type: \"Blur\",\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/ /* eslint-disable max-len */ fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec2 uDelta;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"const float nSamples = 15.0;\\n\" + \"vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n\" + \"float random(vec3 scale) {\\n\" + /* use the fragment position for a different seed per-pixel */ \"return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n\" + \"}\\n\" + \"void main() {\\n\" + \"vec4 color = vec4(0.0);\\n\" + \"float total = 0.0;\\n\" + \"float offset = random(v3offset);\\n\" + \"for (float t = -nSamples; t <= nSamples; t++) {\\n\" + \"float percent = (t + offset - 0.5) / nSamples;\\n\" + \"float weight = 1.0 - abs(percent);\\n\" + \"color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n\" + \"total += weight;\\n\" + \"}\\n\" + \"gl_FragColor = color / total;\\n\" + \"}\",\n /* eslint-enable max-len */ /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n * @type Number\n * @default\n */ blur: 0,\n mainParameter: \"blur\",\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n } else {\n this.applyTo2d(options);\n }\n },\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2, width = options.imageData.width, height = options.imageData.height;\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext(\"2d\"), ctx2 = canvas2.getContext(\"2d\"), nSamples = 15, random, percent, j, i, blur = this.blur * 0.06 * 0.5;\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n for(i = -nSamples; i <= nSamples; i++){\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for(i = -nSamples; i <= nSamples; i++){\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, \"uDelta\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */ chooseRightDelta: function() {\n var blurScale = 1, delta = [\n 0,\n 0\n ], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n } else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n } else {\n delta[1] = blur;\n }\n return delta;\n }\n });\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */ filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"Gamma\",\n fragmentSource: \"precision highp float;\\n\" + \"uniform sampler2D uTexture;\\n\" + \"uniform vec3 uGamma;\\n\" + \"varying vec2 vTexCoord;\\n\" + \"void main() {\\n\" + \"vec4 color = texture2D(uTexture, vTexCoord);\\n\" + \"vec3 correction = (1.0 / uGamma);\\n\" + \"color.r = pow(color.r, correction.r);\\n\" + \"color.g = pow(color.g, correction.g);\\n\" + \"color.b = pow(color.b, correction.b);\\n\" + \"gl_FragColor = color;\\n\" + \"gl_FragColor.rgb *= color.a;\\n\" + \"}\",\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */ gamma: [\n 1,\n 1,\n 1\n ],\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"gamma\",\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n this.gamma = [\n 1,\n 1,\n 1\n ];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */ applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data, gamma = this.gamma, len = data.length, rInv = 1 / gamma[0], gInv = 1 / gamma[1], bInv = 1 / gamma[2], i;\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for(i = 0, len = 256; i < len; i++){\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for(i = 0, len = data.length; i < len; i += 4){\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */ getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, \"uGamma\")\n };\n },\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */ sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */ fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */ filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n type: \"Composed\",\n /**\n * A non sparse array of filters to apply\n */ subFilters: [],\n /**\n * Constructor\n * @param {Object} [options] Options object\n */ initialize: function(options) {\n this.callSuper(\"initialize\", options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */ applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */ toObject: function() {\n return fabric.util.object.extend(this.callSuper(\"toObject\"), {\n subFilters: this.subFilters.map(function(filter) {\n return filter.toObject();\n })\n });\n },\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) {\n return !filter.isNeutralState();\n });\n }\n });\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */ fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [], subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }), instance = new fabric.Image.filters.Composed({\n subFilters: subFilters\n });\n callback && callback(instance);\n return instance;\n };\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), filters = fabric.Image.filters, createClass = fabric.util.createClass;\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */ filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n /**\n * Filter type\n * @param {String} type\n * @default\n */ type: \"HueRotation\",\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */ rotation: 0,\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */ mainParameter: \"rotation\",\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad), aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/ isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */ applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n }\n });\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */ fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n(function(global) {\n \"use strict\";\n var fabric = global.fabric || (global.fabric = {}), clone = fabric.util.object.clone;\n if (fabric.Text) {\n fabric.warn(\"fabric.Text is already defined\");\n return;\n }\n var additionalProps = (\"fontFamily fontWeight fontSize text underline overline linethrough\" + \" textAlign fontStyle lineHeight textBackgroundColor charSpacing styles\" + \" direction path pathStartOffset pathSide pathAlign\").split(\" \");\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */ fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */ _dimensionAffectingProps: [\n \"fontSize\",\n \"fontWeight\",\n \"fontFamily\",\n \"fontStyle\",\n \"lineHeight\",\n \"text\",\n \"charSpacing\",\n \"textAlign\",\n \"styles\",\n \"path\",\n \"pathStartOffset\",\n \"pathSide\",\n \"pathAlign\"\n ],\n /**\n * @private\n */ _reNewline: /\\r?\\n/,\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */ _reSpacesAndTabs: /[ \\t\\r]/g,\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */ _reSpaceAndTab: /[ \\t\\r]/,\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */ _reWords: /\\S+/g,\n /**\n * Type of an object\n * @type String\n * @default\n */ type: \"text\",\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */ fontSize: 40,\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */ fontWeight: \"normal\",\n /**\n * Font family\n * @type String\n * @default\n */ fontFamily: \"Times New Roman\",\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */ underline: false,\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */ overline: false,\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */ linethrough: false,\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */ textAlign: \"left\",\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */ fontStyle: \"normal\",\n /**\n * Line height\n * @type Number\n * @default\n */ lineHeight: 1.16,\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */ superscript: {\n size: 0.60,\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */ subscript: {\n size: 0.60,\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n /**\n * Background color of text lines\n * @type String\n * @default\n */ textBackgroundColor: \"\",\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */ stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */ cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */ stroke: null,\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */ shadow: null,\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */ path: null,\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */ pathStartOffset: 0,\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */ pathSide: \"left\",\n /**\n * How text is aligned to the path. This property determines\n * the perpendicular position of each character relative to the path.\n * (one of \"baseline\", \"center\", \"ascender\", \"descender\")\n * This feature is in BETA, and its behavior may change\n * @type String\n * @default\n */ pathAlign: \"baseline\",\n /**\n * @private\n */ _fontSizeFraction: 0.222,\n /**\n * @private\n */ offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */ _fontSizeMult: 1.13,\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */ charSpacing: 0,\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */ styles: null,\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */ _measuringContext: null,\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */ deltaY: 0,\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */ direction: \"ltr\",\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */ _styleProperties: [\n \"stroke\",\n \"strokeWidth\",\n \"fill\",\n \"fontFamily\",\n \"fontSize\",\n \"fontWeight\",\n \"fontStyle\",\n \"underline\",\n \"overline\",\n \"linethrough\",\n \"deltaY\",\n \"textBackgroundColor\"\n ],\n /**\n * contains characters bounding boxes\n */ __charBounds: [],\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */ CACHE_FONT_SIZE: 400,\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */ MIN_TEXT_WIDTH: 2,\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */ initialize: function(text, options) {\n this.styles = options ? options.styles || {} : {};\n this.text = text;\n this.__skipDimension = true;\n this.callSuper(\"initialize\", options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({\n propertySet: \"_dimensionAffectingProps\"\n });\n },\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */ setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * this is for internal use, please do not use it\n * @private\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */ getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache || fabric.util.createCanvasElement().getContext(\"2d\");\n }\n return fabric._measuringContext;\n },\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */ _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */ initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n } else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf(\"justify\") !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({\n propertySet: \"_dimensionAffectingProps\"\n });\n },\n /**\n * Enlarge space boxes and shift the others\n */ enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for(var i = 0, len = this._textLines.length; i < len; i++){\n if (this.textAlign !== \"justify\" && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for(var j = 0, jlen = line.length; j <= jlen; j++){\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n } else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */ isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */ missingNewlineOffset: function() {\n return 1;\n },\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */ toString: function() {\n return \"#';\n },\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */ _getCacheCanvasDimensions: function() {\n var dims = this.callSuper(\"_getCacheCanvasDimensions\");\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, \"underline\");\n this._renderText(ctx);\n this._renderTextDecoration(ctx, \"overline\");\n this._renderTextDecoration(ctx, \"linethrough\");\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderText: function(ctx) {\n if (this.paintFirst === \"stroke\") {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n } else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */ _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = \"alphabetical\";\n if (this.path) {\n switch(this.pathAlign){\n case \"center\":\n ctx.textBaseline = \"middle\";\n break;\n case \"ascender\":\n ctx.textBaseline = \"top\";\n break;\n case \"descender\":\n ctx.textBaseline = \"bottom\";\n break;\n }\n }\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */ calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n for(var i = 1, len = this._textLines.length; i < len; i++){\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */ _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas(\"textBackgroundColor\")) {\n return;\n }\n var heightOfLine, lineLeftOffset, originalFill = ctx.fillStyle, line, lastColor, leftOffset = this._getLeftOffset(), lineTopOffset = this._getTopOffset(), boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path, drawStart;\n for(var i = 0, len = this._textLines.length; i < len; i++){\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas(\"textBackgroundColor\", i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, \"textBackgroundColor\");\n for(var j = 0, jlen = line.length; j < jlen; j++){\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, \"textBackgroundColor\");\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(-charBox.width / 2, -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction), charBox.width, heightOfLine / this.lineHeight);\n ctx.restore();\n } else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(drawStart, lineTopOffset, boxWidth, heightOfLine / this.lineHeight);\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n } else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(drawStart, lineTopOffset, boxWidth, heightOfLine / this.lineHeight);\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */ getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = {};\n }\n var cache = fabric.charWidthsCache[fontFamily], cacheProp = decl.fontStyle.toLowerCase() + \"_\" + (decl.fontWeight + \"\").toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = {};\n }\n return cache[cacheProp];\n },\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */ _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle), previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char, stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth, fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return {\n width: width * fontMultiplier,\n kernedWidth: kernedWidth * fontMultiplier\n };\n },\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */ getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, \"fontSize\");\n },\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */ measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */ _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme, graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length), positionInPath = 0, startingPoint, totalPathLength, path = this.path, reverse = this.pathSide === \"right\";\n this.__charBounds[lineIndex] = lineBounds;\n for(i = 0; i < line.length; i++){\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch(this.textAlign){\n case \"left\":\n positionInPath = reverse ? totalPathLength - width : 0;\n break;\n case \"center\":\n positionInPath = (totalPathLength - width) / 2;\n break;\n case \"right\":\n positionInPath = reverse ? 0 : totalPathLength - width;\n break;\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for(i = reverse ? line.length - 1 : 0; reverse ? i >= 0 : i < line.length; reverse ? i-- : i++){\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n } else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return {\n width: width,\n numOfSpaces: numOfSpaces\n };\n },\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */ _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2, path = this.path;\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === \"right\" ? Math.PI : 0);\n },\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */ _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex), prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : {}, info = this._measureChar(grapheme, style, prevGrapheme, prevStyle), kernedWidth = info.kernedWidth, width = info.width, charSpacing;\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */ getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n var line = this._textLines[lineIndex], // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for(var i = 1, len = line.length; i < len; i++){\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n /**\n * Calculate text box height\n */ calcTextHeight: function() {\n var lineHeight, height = 0;\n for(var i = 0, len = this._textLines.length; i < len; i++){\n lineHeight = this.getHeightOfLine(i);\n height += i === len - 1 ? lineHeight / this.lineHeight : lineHeight;\n }\n return height;\n },\n /**\n * @private\n * @return {Number} Left offset\n */ _getLeftOffset: function() {\n return this.direction === \"ltr\" ? -this.width / 2 : this.width / 2;\n },\n /**\n * @private\n * @return {Number} Top offset\n */ _getTopOffset: function() {\n return -this.height / 2;\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */ _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for(var i = 0, len = this._textLines.length; i < len; i++){\n var heightOfLine = this.getHeightOfLine(i), maxHeight = heightOfLine / this.lineHeight, leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(method, ctx, this._textLines[i], left + leftOffset, top + lineHeights + maxHeight, i);\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas(\"fill\")) {\n return;\n }\n this._renderTextCommon(ctx, \"fillText\");\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, \"strokeText\");\n ctx.closePath();\n ctx.restore();\n },\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */ _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex), isJustify = this.textAlign.indexOf(\"justify\") !== -1, actualStyle, nextStyle, charsToRender = \"\", charBox, boxWidth = 0, timeToRender, path = this.path, shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path, isLtr = this.direction === \"ltr\", sign = this.direction === \"ltr\" ? 1 : -1, drawingLeft, currentDirection = ctx.canvas.getAttribute(\"dir\");\n ctx.save();\n if (currentDirection !== this.direction) {\n ctx.canvas.setAttribute(\"dir\", isLtr ? \"ltr\" : \"rtl\");\n ctx.direction = isLtr ? \"ltr\" : \"rtl\";\n ctx.textAlign = isLtr ? \"left\" : \"right\";\n }\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n this._renderChar(method, ctx, lineIndex, 0, line.join(\"\"), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for(var i = 0, len = line.length - 1; i <= len; i++){\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n } else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, false);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n } else {\n drawingLeft = left;\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = \"\";\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */ _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx, // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext(\"2d\");\n pCtx.beginPath();\n pCtx.moveTo(0, 0);\n pCtx.lineTo(width, 0);\n pCtx.lineTo(width, height);\n pCtx.lineTo(0, height);\n pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, \"no-repeat\");\n },\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === \"percentage\" || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return {\n offsetX: offsetX,\n offsetY: offsetY\n };\n } else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n } else {\n // is a color\n ctx[property] = filler;\n }\n return {\n offsetX: 0,\n offsetY: 0\n };\n },\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, \"strokeStyle\", decl.stroke);\n },\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, \"fillStyle\", decl.fill);\n },\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */ _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex), fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex), shouldFill = method === \"fillText\" && fullDecl.fill, shouldStroke = method === \"strokeText\" && fullDecl.stroke && fullDecl.strokeWidth, fillOffsets, strokeOffsets;\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n ctx.font = this._getFontDeclaration(fullDecl);\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */ setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */ setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */ _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true), fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, \"fontSize\"), dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, \"deltaY\"), style = {\n fontSize: fontSize * schema.size,\n deltaY: dy + fontSize * schema.baseline\n };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */ _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex), lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction, isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === \"justify\" || textAlign === \"justify-center\" && !isEndOfWrapping || textAlign === \"justify-right\" && !isEndOfWrapping || textAlign === \"justify-left\" && !isEndOfWrapping) {\n return 0;\n }\n if (textAlign === \"center\") {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === \"right\") {\n leftOffset = lineDiff;\n }\n if (textAlign === \"justify-center\") {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === \"justify-right\") {\n leftOffset = lineDiff;\n }\n if (direction === \"rtl\") {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n /**\n * @private\n */ _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n /**\n * @private\n */ _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged(\"_dimensionAffectingProps\"));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */ getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex] !== undefined) {\n return this.__lineWidths[lineIndex];\n }\n var lineInfo = this.measureLine(lineIndex);\n var width = lineInfo.width;\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */ getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== \"undefined\") {\n return charStyle[property];\n }\n return this[property];\n },\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size, lineLeftOffset, dy, _dy, line, lastDecoration, leftOffset = this._getLeftOffset(), topOffset = this._getTopOffset(), top, boxStart, boxWidth, charBox, currentDecoration, maxHeight, currentFill, lastFill, path = this.path, charSpacing = this._getWidthOfCharSpacing(), offsetY = this.offsets[type];\n for(var i = 0, len = this._textLines.length; i < len; i++){\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, \"fill\");\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, \"deltaY\");\n for(var j = 0, jlen = line.length; j < jlen; j++){\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, \"fill\");\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, \"deltaY\");\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(-charBox.kernedWidth / 2, offsetY * _size + _dy, charBox.kernedWidth, this.fontSize / 15);\n ctx.restore();\n } else if ((currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy) && boxWidth > 0) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(drawStart, top + offsetY * size + dy, boxWidth, this.fontSize / 15);\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n } else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === \"rtl\") {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(drawStart, top + offsetY * size + dy, boxWidth - charSpacing, this.fontSize / 15);\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */ _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily, fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined || family.indexOf(\"'\") > -1 || family.indexOf(\",\") > -1 || family.indexOf('\"') > -1 || fontIsGeneric ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n fabric.isLikelyNode ? style.fontWeight : style.fontStyle,\n fabric.isLikelyNode ? style.fontStyle : style.fontWeight,\n forMeasuring ? this.CACHE_FONT_SIZE + \"px\" : style.fontSize + \"px\",\n fontFamily\n ].join(\" \");\n },\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */ render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper(\"render\", ctx);\n },\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */ _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline), newLines = new Array(lines.length), newLine = [\n \"\\n\"\n ], newText = [];\n for(var i = 0; i < lines.length; i++){\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return {\n _unwrappedLines: newLines,\n lines: lines,\n graphemeText: newText,\n graphemeLines: newLines\n };\n },\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper(\"toObject\", allProperties);\n obj.styles = fabric.util.stylesToArray(this.styles, this.text);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */ set: function(key, value) {\n this.callSuper(\"set\", key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === \"object\") {\n for(var _key in key){\n if (_key === \"path\") {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === \"path\";\n }\n } else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === \"path\";\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */ complexity: function() {\n return 1;\n }\n });\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */ fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject(\"Text\", objectCopy, function(textInstance) {\n textInstance.styles = fabric.util.stylesFromArray(object.styles, object.text);\n if (path) {\n fabric.Object._fromObject(\"Path\", path, function(pathInstance) {\n textInstance.set(\"path\", pathInstance);\n callback(textInstance);\n }, \"path\");\n } else {\n callback(textInstance);\n }\n }, \"text\");\n };\n fabric.Text.genericFonts = [\n \"sans-serif\",\n \"serif\",\n \"cursive\",\n \"fantasy\",\n \"monospace\"\n ];\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n})( true ? exports : 0);\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */ isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== \"undefined\" && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === \"undefined\" ? this.styles : {\n line: this.styles[lineIndex]\n };\n for(var p1 in obj){\n for(var p2 in obj[p1]){\n // eslint-disable-next-line no-unused-vars\n for(var p3 in obj[p1][p2]){\n return false;\n }\n }\n }\n return true;\n },\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */ styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === \"\") {\n return false;\n }\n if (typeof lineIndex !== \"undefined\" && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === \"undefined\" ? this.styles : {\n 0: this.styles[lineIndex]\n };\n // eslint-disable-next-line\n for(var p1 in obj){\n // eslint-disable-next-line\n for(var p2 in obj[p1]){\n if (typeof obj[p1][p2][property] !== \"undefined\") {\n return true;\n }\n }\n }\n return false;\n },\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */ cleanStyle: function(property) {\n if (!this.styles || !property || property === \"\") {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue, allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for(var p1 in obj){\n letterCount = 0;\n // eslint-disable-next-line\n for(var p2 in obj[p1]){\n var styleObject = obj[p1][p2], stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n stylesCount++;\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n } else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n } else {\n allStyleObjectPropertiesMatch = false;\n }\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n } else {\n delete obj[p1][p2];\n }\n }\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for(var i = 0; i < this._textLines.length; i++){\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */ removeStyle: function(property) {\n if (!this.styles || !property || property === \"\") {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for(lineNum in obj){\n line = obj[lineNum];\n for(charNum in line){\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n /**\n * @private\n */ _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */ get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === \"undefined\") {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines, len = lines.length;\n for(var i = 0; i < len; i++){\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */ getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === \"undefined\") {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === \"undefined\") {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for(var i = startIndex; i < endIndex; i++){\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */ getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position), style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) : this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */ setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === \"undefined\") {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === \"undefined\") {\n endIndex = this.selectionEnd || startIndex;\n }\n for(var i = startIndex; i < endIndex; i++){\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */ this._forceClearCache = true;\n return this;\n },\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */ _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */ getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || {}, styleObject = {}, prop;\n for(var i = 0; i < this._styleProperties.length; i++){\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === \"undefined\" ? this[prop] : style[prop];\n }\n return styleObject;\n },\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */ _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */ _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */ _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */ _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n /**\n * @param {Number} lineIndex\n * @private\n */ _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n(function() {\n var controlsUtils = fabric.controlsUtils, scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler, scaleStyleHandler = controlsUtils.scaleCursorStyleHandler, scalingEqually = controlsUtils.scalingEqually, scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX, scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY, scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName, objectControls = fabric.Object.prototype.controls;\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName\n });\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName\n });\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName\n });\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName\n });\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: \"rotate\"\n });\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = {};\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: \"resizing\"\n });\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: \"resizing\"\n });\n }\n})();\n(function() {\n /** ERASER_START */ /**\n * add `eraser` to enlivened props\n */ fabric.Object.ENLIVEN_PROPS.push(\"eraser\");\n var __drawClipPath = fabric.Object.prototype._drawClipPath;\n var _needsItsOwnCache = fabric.Object.prototype.needsItsOwnCache;\n var _toObject = fabric.Object.prototype.toObject;\n var _getSvgCommons = fabric.Object.prototype.getSvgCommons;\n var __createBaseClipPathSVGMarkup = fabric.Object.prototype._createBaseClipPathSVGMarkup;\n var __createBaseSVGMarkup = fabric.Object.prototype._createBaseSVGMarkup;\n fabric.Object.prototype.cacheProperties.push(\"eraser\");\n fabric.Object.prototype.stateProperties.push(\"eraser\");\n /**\n * @fires erasing:end\n */ fabric.util.object.extend(fabric.Object.prototype, {\n /**\n * Indicates whether this object can be erased by {@link fabric.EraserBrush}\n * The `deep` option introduces fine grained control over a group's `erasable` property.\n * When set to `deep` the eraser will erase nested objects if they are erasable, leaving the group and the other objects untouched.\n * When set to `true` the eraser will erase the entire group. Once the group changes the eraser is propagated to its children for proper functionality.\n * When set to `false` the eraser will leave all objects including the group untouched.\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n * @type boolean | 'deep'\n * @default true\n */ erasable: true,\n /**\n * @tutorial {@link http://fabricjs.com/erasing#eraser}\n * @type fabric.Eraser\n */ eraser: undefined,\n /**\n * @override\n * @returns Boolean\n */ needsItsOwnCache: function() {\n return _needsItsOwnCache.call(this) || !!this.eraser;\n },\n /**\n * draw eraser above clip path\n * @override\n * @private\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */ _drawClipPath: function(ctx, clipPath) {\n __drawClipPath.call(this, ctx, clipPath);\n if (this.eraser) {\n // update eraser size to match instance\n var size = this._getNonTransformedDimensions();\n this.eraser.isType(\"eraser\") && this.eraser.set({\n width: size.x,\n height: size.y\n });\n __drawClipPath.call(this, ctx, this.eraser);\n }\n },\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */ toObject: function(propertiesToInclude) {\n var object = _toObject.call(this, [\n \"erasable\"\n ].concat(propertiesToInclude));\n if (this.eraser && !this.eraser.excludeFromExport) {\n object.eraser = this.eraser.toObject(propertiesToInclude);\n }\n return object;\n }\n });\n var __restoreObjectsState = fabric.Group.prototype._restoreObjectsState;\n fabric.util.object.extend(fabric.Group.prototype, {\n /**\n * @private\n * @param {fabric.Path} path\n */ _addEraserPathToObjects: function(path) {\n this._objects.forEach(function(object) {\n fabric.EraserBrush.prototype._addPathToObjectEraser.call(fabric.EraserBrush.prototype, object, path);\n });\n },\n /**\n * Applies the group's eraser to its objects\n * @tutorial {@link http://fabricjs.com/erasing#erasable_property}\n */ applyEraserToObjects: function() {\n var _this = this, eraser = this.eraser;\n if (eraser) {\n delete this.eraser;\n var transform = _this.calcTransformMatrix();\n eraser.clone(function(eraser) {\n var clipPath = _this.clipPath;\n eraser.getObjects(\"path\").forEach(function(path) {\n // first we transform the path from the group's coordinate system to the canvas'\n var originalTransform = fabric.util.multiplyTransformMatrices(transform, path.calcTransformMatrix());\n fabric.util.applyTransformToObject(path, originalTransform);\n if (clipPath) {\n clipPath.clone(function(_clipPath) {\n var eraserPath = fabric.EraserBrush.prototype.applyClipPathToPath.call(fabric.EraserBrush.prototype, path, _clipPath, transform);\n _this._addEraserPathToObjects(eraserPath);\n }, [\n \"absolutePositioned\",\n \"inverted\"\n ]);\n } else {\n _this._addEraserPathToObjects(path);\n }\n });\n });\n }\n },\n /**\n * Propagate the group's eraser to its objects, crucial for proper functionality of the eraser within the group and nested objects.\n * @private\n */ _restoreObjectsState: function() {\n this.erasable === true && this.applyEraserToObjects();\n return __restoreObjectsState.call(this);\n }\n });\n /**\n * An object's Eraser\n * @private\n * @class fabric.Eraser\n * @extends fabric.Group\n * @memberof fabric\n */ fabric.Eraser = fabric.util.createClass(fabric.Group, {\n /**\n * @readonly\n * @static\n */ type: \"eraser\",\n /**\n * @default\n */ originX: \"center\",\n /**\n * @default\n */ originY: \"center\",\n drawObject: function(ctx) {\n ctx.save();\n ctx.fillStyle = \"black\";\n ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);\n ctx.restore();\n this.callSuper(\"drawObject\", ctx);\n },\n /**\n * eraser should retain size\n * dimensions should not change when paths are added or removed\n * handled by {@link fabric.Object#_drawClipPath}\n * @override\n * @private\n */ _getBounds: function() {\n // noop\n }\n });\n /**\n * Returns {@link fabric.Eraser} instance from an object representation\n * @static\n * @memberOf fabric.Eraser\n * @param {Object} object Object to create an Eraser from\n * @param {Function} [callback] Callback to invoke when an eraser instance is created\n */ fabric.Eraser.fromObject = function(object, callback) {\n var objects = object.objects;\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n var options = fabric.util.object.clone(object, true);\n delete options.objects;\n fabric.util.enlivenObjectEnlivables(object, options, function() {\n callback && callback(new fabric.Eraser(enlivenedObjects, options, true));\n });\n });\n };\n var __renderOverlay = fabric.Canvas.prototype._renderOverlay;\n /**\n * @fires erasing:start\n * @fires erasing:end\n */ fabric.util.object.extend(fabric.Canvas.prototype, {\n /**\n * Used by {@link #renderAll}\n * @returns boolean\n */ isErasing: function() {\n return this.isDrawingMode && this.freeDrawingBrush && this.freeDrawingBrush.type === \"eraser\" && this.freeDrawingBrush._isErasing;\n },\n /**\n * While erasing the brush clips out the erasing path from canvas\n * so we need to render it on top of canvas every render\n * @param {CanvasRenderingContext2D} ctx\n */ _renderOverlay: function(ctx) {\n __renderOverlay.call(this, ctx);\n if (this.isErasing() && !this.freeDrawingBrush.inverted) {\n this.freeDrawingBrush._render();\n }\n }\n });\n /**\n * EraserBrush class\n * Supports selective erasing meaning that only erasable objects are affected by the eraser brush.\n * Supports **inverted** erasing meaning that the brush can \"undo\" erasing.\n *\n * In order to support selective erasing, the brush clips the entire canvas\n * and then draws all non-erasable objects over the erased path using a pattern brush so to speak (masking).\n * If brush is **inverted** there is no need to clip canvas. The brush draws all erasable objects without their eraser.\n * This achieves the desired effect of seeming to erase or unerase only erasable objects.\n * After erasing is done the created path is added to all intersected objects' `eraser` property.\n *\n * In order to update the EraserBrush call `preparePattern`.\n * It may come in handy when canvas changes during erasing (i.e animations) and you want the eraser to reflect the changes.\n *\n * @tutorial {@link http://fabricjs.com/erasing}\n * @class fabric.EraserBrush\n * @extends fabric.PencilBrush\n * @memberof fabric\n */ fabric.EraserBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.EraserBrush.prototype */ {\n type: \"eraser\",\n /**\n * When set to `true` the brush will create a visual effect of undoing erasing\n */ inverted: false,\n /**\n * @private\n */ _isErasing: false,\n /**\n *\n * @private\n * @param {fabric.Object} object\n * @returns boolean\n */ _isErasable: function(object) {\n return object.erasable !== false;\n },\n /**\n * @private\n * This is designed to support erasing a collection with both erasable and non-erasable objects.\n * Iterates over collections to allow nested selective erasing.\n * Prepares the pattern brush that will draw on the top context to achieve the desired visual effect.\n * If brush is **NOT** inverted render all non-erasable objects.\n * If brush is inverted render all erasable objects that have been erased with their clip path inverted.\n * This will render the erased parts as if they were not erased.\n *\n * @param {fabric.Collection} collection\n * @param {CanvasRenderingContext2D} ctx\n * @param {{ visibility: fabric.Object[], eraser: fabric.Object[], collection: fabric.Object[] }} restorationContext\n */ _prepareCollectionTraversal: function(collection, ctx, restorationContext) {\n collection.forEachObject(function(obj) {\n if (obj.forEachObject && obj.erasable === \"deep\") {\n // traverse\n this._prepareCollectionTraversal(obj, ctx, restorationContext);\n } else if (!this.inverted && obj.erasable && obj.visible) {\n // render only non-erasable objects\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n } else if (this.inverted && obj.visible) {\n // render only erasable objects that were erased\n if (obj.erasable && obj.eraser) {\n obj.eraser.inverted = true;\n obj.dirty = true;\n collection.dirty = true;\n restorationContext.eraser.push(obj);\n restorationContext.collection.push(collection);\n } else {\n obj.visible = false;\n collection.dirty = true;\n restorationContext.visibility.push(obj);\n restorationContext.collection.push(collection);\n }\n }\n }, this);\n },\n /**\n * Prepare the pattern for the erasing brush\n * This pattern will be drawn on the top context, achieving a visual effect of erasing only erasable objects\n * @todo decide how overlay color should behave when `inverted === true`, currently draws over it which is undesirable\n * @private\n */ preparePattern: function() {\n if (!this._patternCanvas) {\n this._patternCanvas = fabric.util.createCanvasElement();\n }\n var canvas = this._patternCanvas;\n canvas.width = this.canvas.width;\n canvas.height = this.canvas.height;\n var patternCtx = canvas.getContext(\"2d\");\n if (this.canvas._isRetinaScaling()) {\n var retinaScaling = this.canvas.getRetinaScaling();\n this.canvas.__initRetinaScaling(retinaScaling, canvas, patternCtx);\n }\n var backgroundImage = this.canvas.backgroundImage, bgErasable = backgroundImage && this._isErasable(backgroundImage), overlayImage = this.canvas.overlayImage, overlayErasable = overlayImage && this._isErasable(overlayImage);\n if (!this.inverted && (backgroundImage && !bgErasable || !!this.canvas.backgroundColor)) {\n if (bgErasable) {\n this.canvas.backgroundImage = undefined;\n }\n this.canvas._renderBackground(patternCtx);\n if (bgErasable) {\n this.canvas.backgroundImage = backgroundImage;\n }\n } else if (this.inverted && backgroundImage && bgErasable) {\n var color = this.canvas.backgroundColor;\n this.canvas.backgroundColor = undefined;\n this.canvas._renderBackground(patternCtx);\n this.canvas.backgroundColor = color;\n }\n patternCtx.save();\n patternCtx.transform.apply(patternCtx, this.canvas.viewportTransform);\n var restorationContext = {\n visibility: [],\n eraser: [],\n collection: []\n };\n this._prepareCollectionTraversal(this.canvas, patternCtx, restorationContext);\n this.canvas._renderObjects(patternCtx, this.canvas._objects);\n restorationContext.visibility.forEach(function(obj) {\n obj.visible = true;\n });\n restorationContext.eraser.forEach(function(obj) {\n obj.eraser.inverted = false;\n obj.dirty = true;\n });\n restorationContext.collection.forEach(function(obj) {\n obj.dirty = true;\n });\n patternCtx.restore();\n if (!this.inverted && (overlayImage && !overlayErasable || !!this.canvas.overlayColor)) {\n if (overlayErasable) {\n this.canvas.overlayImage = undefined;\n }\n __renderOverlay.call(this.canvas, patternCtx);\n if (overlayErasable) {\n this.canvas.overlayImage = overlayImage;\n }\n } else if (this.inverted && overlayImage && overlayErasable) {\n var color = this.canvas.overlayColor;\n this.canvas.overlayColor = undefined;\n __renderOverlay.call(this.canvas, patternCtx);\n this.canvas.overlayColor = color;\n }\n },\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */ _setBrushStyles: function(ctx) {\n this.callSuper(\"_setBrushStyles\", ctx);\n ctx.strokeStyle = \"black\";\n },\n /**\n * **Customiztion**\n *\n * if you need the eraser to update on each render (i.e animating during erasing) override this method by **adding** the following (performance may suffer):\n * @example\n * ```\n * if(ctx === this.canvas.contextTop) {\n * this.preparePattern();\n * }\n * ```\n *\n * @override fabric.BaseBrush#_saveAndTransform\n * @param {CanvasRenderingContext2D} ctx\n */ _saveAndTransform: function(ctx) {\n this.callSuper(\"_saveAndTransform\", ctx);\n this._setBrushStyles(ctx);\n ctx.globalCompositeOperation = ctx === this.canvas.getContext() ? \"destination-out\" : \"source-over\";\n },\n /**\n * We indicate {@link fabric.PencilBrush} to repaint itself if necessary\n * @returns\n */ needsFullRender: function() {\n return true;\n },\n /**\n *\n * @param {fabric.Point} pointer\n * @param {fabric.IEvent} options\n * @returns\n */ onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n // prepare for erasing\n this.preparePattern();\n this._isErasing = true;\n this.canvas.fire(\"erasing:start\");\n this._render();\n },\n /**\n * Rendering Logic:\n * 1. Use brush to clip canvas by rendering it on top of canvas (unnecessary if `inverted === true`)\n * 2. Render brush with canvas pattern on top context\n *\n */ _render: function() {\n var ctx;\n if (!this.inverted) {\n // clip canvas\n ctx = this.canvas.getContext();\n this.callSuper(\"_render\", ctx);\n }\n // render brush and mask it with image of non erasables\n ctx = this.canvas.contextTop;\n this.canvas.clearContext(ctx);\n this.callSuper(\"_render\", ctx);\n ctx.save();\n var t = this.canvas.getRetinaScaling(), s = 1 / t;\n ctx.scale(s, s);\n ctx.globalCompositeOperation = \"source-in\";\n ctx.drawImage(this._patternCanvas, 0, 0);\n ctx.restore();\n },\n /**\n * Creates fabric.Path object\n * @override\n * @private\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n * @returns\n */ createPath: function(pathData) {\n var path = this.callSuper(\"createPath\", pathData);\n path.globalCompositeOperation = this.inverted ? \"source-over\" : \"destination-out\";\n path.stroke = this.inverted ? \"white\" : \"black\";\n return path;\n },\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path in canvas coordinate plane\n * @param {fabric.Object} clipPath The clipPath to apply to the path\n * @param {number[]} clipPathContainerTransformMatrix The transform matrix of the object that the clip path belongs to\n * @returns {fabric.Path} path with clip path\n */ applyClipPathToPath: function(path, clipPath, clipPathContainerTransformMatrix) {\n var pathInvTransform = fabric.util.invertTransform(path.calcTransformMatrix()), clipPathTransform = clipPath.calcTransformMatrix(), transform = clipPath.absolutePositioned ? pathInvTransform : fabric.util.multiplyTransformMatrices(pathInvTransform, clipPathContainerTransformMatrix);\n // when passing down a clip path it becomes relative to the parent\n // so we transform it acoordingly and set `absolutePositioned` to false\n clipPath.absolutePositioned = false;\n fabric.util.applyTransformToObject(clipPath, fabric.util.multiplyTransformMatrices(transform, clipPathTransform));\n // We need to clip `path` with both `clipPath` and it's own clip path if existing (`path.clipPath`)\n // so in turn `path` erases an object only where it overlaps with all it's clip paths, regardless of how many there are.\n // this is done because both clip paths may have nested clip paths of their own (this method walks down a collection => this may reccur),\n // so we can't assign one to the other's clip path property.\n path.clipPath = path.clipPath ? fabric.util.mergeClipPaths(clipPath, path.clipPath) : clipPath;\n return path;\n },\n /**\n * Utility to apply a clip path to a path.\n * Used to preserve clipping on eraser paths in nested objects.\n * Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.\n * @param {fabric.Path} path The eraser path\n * @param {fabric.Object} object The clipPath to apply to path belongs to object\n * @param {Function} callback Callback to be invoked with the cloned path after applying the clip path\n */ clonePathWithClipPath: function(path, object, callback) {\n var objTransform = object.calcTransformMatrix();\n var clipPath = object.clipPath;\n var _this = this;\n path.clone(function(_path) {\n clipPath.clone(function(_clipPath) {\n callback(_this.applyClipPathToPath(_path, _clipPath, objTransform));\n }, [\n \"absolutePositioned\",\n \"inverted\"\n ]);\n });\n },\n /**\n * Adds path to object's eraser, walks down object's descendants if necessary\n *\n * @fires erasing:end on object\n * @param {fabric.Object} obj\n * @param {fabric.Path} path\n */ _addPathToObjectEraser: function(obj, path) {\n var _this = this;\n // object is collection, i.e group\n if (obj.forEachObject && obj.erasable === \"deep\") {\n var targets = obj._objects.filter(function(_obj) {\n return _obj.erasable;\n });\n if (targets.length > 0 && obj.clipPath) {\n this.clonePathWithClipPath(path, obj, function(_path) {\n targets.forEach(function(_obj) {\n _this._addPathToObjectEraser(_obj, _path);\n });\n });\n } else if (targets.length > 0) {\n targets.forEach(function(_obj) {\n _this._addPathToObjectEraser(_obj, path);\n });\n }\n return;\n }\n // prepare eraser\n var eraser = obj.eraser;\n if (!eraser) {\n eraser = new fabric.Eraser();\n obj.eraser = eraser;\n }\n // clone and add path\n path.clone(function(path) {\n // http://fabricjs.com/using-transformations\n var desiredTransform = fabric.util.multiplyTransformMatrices(fabric.util.invertTransform(obj.calcTransformMatrix()), path.calcTransformMatrix());\n fabric.util.applyTransformToObject(path, desiredTransform);\n eraser.addWithUpdate(path);\n obj.set(\"dirty\", true);\n obj.fire(\"erasing:end\", {\n path: path\n });\n if (obj.group && Array.isArray(_this.__subTargets)) {\n _this.__subTargets.push(obj);\n }\n });\n },\n /**\n * Add the eraser path to canvas drawables' clip paths\n *\n * @param {fabric.Canvas} source\n * @param {fabric.Canvas} path\n * @returns {Object} canvas drawables that were erased by the path\n */ applyEraserToCanvas: function(path) {\n var canvas = this.canvas;\n var drawables = {};\n [\n \"backgroundImage\",\n \"overlayImage\"\n ].forEach(function(prop) {\n var drawable = canvas[prop];\n if (drawable && drawable.erasable) {\n this._addPathToObjectEraser(drawable, path);\n drawables[prop] = drawable;\n }\n }, this);\n return drawables;\n },\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to every intersected erasable object.\n */ _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop, canvas = this.canvas;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n // clear\n canvas.clearContext(canvas.contextTop);\n this._isErasing = false;\n var pathData = this._points && this._points.length > 1 ? this.convertPointsToSVGPath(this._points) : null;\n if (!pathData || this._isEmptySVGPath(pathData)) {\n canvas.fire(\"erasing:end\");\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n canvas.requestRenderAll();\n return;\n }\n var path = this.createPath(pathData);\n // needed for `intersectsWithObject`\n path.setCoords();\n // commense event sequence\n canvas.fire(\"before:path:created\", {\n path: path\n });\n // finalize erasing\n var drawables = this.applyEraserToCanvas(path);\n var _this = this;\n this.__subTargets = [];\n var targets = [];\n canvas.forEachObject(function(obj) {\n if (obj.erasable && obj.intersectsWithObject(path, true, true)) {\n _this._addPathToObjectEraser(obj, path);\n targets.push(obj);\n }\n 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