t2-model-skinner/vendor/fabric/fabric.js
2022-12-02 22:26:17 -08:00

23971 lines
777 KiB
JavaScript

/*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */
var fabric = fabric || { version: '5.2.1' };
if (typeof exports !== 'undefined') {
exports.fabric = fabric;
}
/* _AMD_START_ */
else if (typeof define === 'function' && define.amd) {
define([], function() { return fabric; });
}
/* _AMD_END_ */
if (typeof document !== 'undefined' && typeof window !== 'undefined') {
if (document instanceof (typeof HTMLDocument !== 'undefined' ? HTMLDocument : Document)) {
fabric.document = document;
}
else {
fabric.document = document.implementation.createHTMLDocument('');
}
fabric.window = window;
}
else {
// assume we're running under node.js when document/window are not present
var jsdom = require('jsdom');
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'),
{
features: {
FetchExternalResources: ['img']
},
resources: 'usable'
}).window;
fabric.document = virtualWindow.document;
fabric.jsdomImplForWrapper = require('jsdom/lib/jsdom/living/generated/utils').implForWrapper;
fabric.nodeCanvas = require('jsdom/lib/jsdom/utils').Canvas;
fabric.window = virtualWindow;
DOMParser = fabric.window.DOMParser;
}
/**
* True when in environment that supports touch events
* @type boolean
*/
fabric.isTouchSupported = 'ontouchstart' in fabric.window || 'ontouchstart' in fabric.document ||
(fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);
/**
* True when in environment that's probably Node.js
* @type boolean
*/
fabric.isLikelyNode = typeof Buffer !== 'undefined' &&
typeof window === 'undefined';
/**
* Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.
*/
fabric.DPI = 96;
fabric.reNum = '(?:[-+]?(?:\\d+|\\d*\\.\\d+)(?:[eE][-+]?\\d+)?)';
fabric.commaWsp = '(?:\\s+,?\\s*|,\\s*)';
fabric.rePathCommand = /([-+]?((\d+\.\d+)|((\d+)|(\.\d+)))(?:[eE][-+]?\d+)?)/ig;
fabric.reNonWord = /[ \n\.,;!\?\-]/;
fabric.fontPaths = { };
fabric.iMatrix = [1, 0, 0, 1, 0, 0];
fabric.svgNS = 'http://www.w3.org/2000/svg';
/**
* Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.
* @since 1.7.14
* @type Number
* @default
*/
fabric.perfLimitSizeTotal = 2097152;
/**
* Pixel limit for cache canvases width or height. IE fixes the maximum at 5000
* @since 1.7.14
* @type Number
* @default
*/
fabric.maxCacheSideLimit = 4096;
/**
* Lowest pixel limit for cache canvases, set at 256PX
* @since 1.7.14
* @type Number
* @default
*/
fabric.minCacheSideLimit = 256;
/**
* Cache Object for widths of chars in text rendering.
*/
fabric.charWidthsCache = { };
/**
* if webgl is enabled and available, textureSize will determine the size
* of the canvas backend
* @since 2.0.0
* @type Number
* @default
*/
fabric.textureSize = 2048;
/**
* When 'true', style information is not retained when copy/pasting text, making
* pasted text use destination style.
* Defaults to 'false'.
* @type Boolean
* @default
*/
fabric.disableStyleCopyPaste = false;
/**
* Enable webgl for filtering picture is available
* A filtering backend will be initialized, this will both take memory and
* time since a default 2048x2048 canvas will be created for the gl context
* @since 2.0.0
* @type Boolean
* @default
*/
fabric.enableGLFiltering = true;
/**
* Device Pixel Ratio
* @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html
*/
fabric.devicePixelRatio = fabric.window.devicePixelRatio ||
fabric.window.webkitDevicePixelRatio ||
fabric.window.mozDevicePixelRatio ||
1;
/**
* Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,
* which is unitless and not rendered equally across browsers.
*
* Values that work quite well (as of October 2017) are:
* - Chrome: 1.5
* - Edge: 1.75
* - Firefox: 0.9
* - Safari: 0.95
*
* @since 2.0.0
* @type Number
* @default 1
*/
fabric.browserShadowBlurConstant = 1;
/**
* This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.
* It was an internal variable, is accessible since version 2.3.4
*/
fabric.arcToSegmentsCache = { };
/**
* This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.
* It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing
* you do not get any speed benefit and you get a big object in memory.
* The object was a private variable before, while now is appended to the lib so that you have access to it and you
* can eventually clear it.
* It was an internal variable, is accessible since version 2.3.4
*/
fabric.boundsOfCurveCache = { };
/**
* If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better
* @default true
*/
fabric.cachesBoundsOfCurve = true;
/**
* Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on
* Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true
* this has to be set before instantiating the filtering backend ( before filtering the first image )
* @type Boolean
* @default false
*/
fabric.forceGLPutImageData = false;
fabric.initFilterBackend = function() {
if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {
console.log('max texture size: ' + fabric.maxTextureSize);
return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));
}
else if (fabric.Canvas2dFilterBackend) {
return (new fabric.Canvas2dFilterBackend());
}
};
(function() {
/**
* @private
* @param {String} eventName
* @param {Function} handler
*/
function _removeEventListener(eventName, handler) {
if (!this.__eventListeners[eventName]) {
return;
}
var eventListener = this.__eventListeners[eventName];
if (handler) {
eventListener[eventListener.indexOf(handler)] = false;
}
else {
fabric.util.array.fill(eventListener, false);
}
}
/**
* Observes specified event
* @memberOf fabric.Observable
* @alias on
* @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})
* @param {Function} handler Function that receives a notification when an event of the specified type occurs
* @return {Self} thisArg
* @chainable
*/
function on(eventName, handler) {
if (!this.__eventListeners) {
this.__eventListeners = { };
}
// one object with key/value pairs was passed
if (arguments.length === 1) {
for (var prop in eventName) {
this.on(prop, eventName[prop]);
}
}
else {
if (!this.__eventListeners[eventName]) {
this.__eventListeners[eventName] = [];
}
this.__eventListeners[eventName].push(handler);
}
return this;
}
function _once(eventName, handler) {
var _handler = function () {
handler.apply(this, arguments);
this.off(eventName, _handler);
}.bind(this);
this.on(eventName, _handler);
}
function once(eventName, handler) {
// one object with key/value pairs was passed
if (arguments.length === 1) {
for (var prop in eventName) {
_once.call(this, prop, eventName[prop]);
}
}
else {
_once.call(this, eventName, handler);
}
return this;
}
/**
* Stops event observing for a particular event handler. Calling this method
* without arguments removes all handlers for all events
* @memberOf fabric.Observable
* @alias off
* @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})
* @param {Function} handler Function to be deleted from EventListeners
* @return {Self} thisArg
* @chainable
*/
function off(eventName, handler) {
if (!this.__eventListeners) {
return this;
}
// remove all key/value pairs (event name -> event handler)
if (arguments.length === 0) {
for (eventName in this.__eventListeners) {
_removeEventListener.call(this, eventName);
}
}
// one object with key/value pairs was passed
else if (arguments.length === 1 && typeof arguments[0] === 'object') {
for (var prop in eventName) {
_removeEventListener.call(this, prop, eventName[prop]);
}
}
else {
_removeEventListener.call(this, eventName, handler);
}
return this;
}
/**
* Fires event with an optional options object
* @memberOf fabric.Observable
* @param {String} eventName Event name to fire
* @param {Object} [options] Options object
* @return {Self} thisArg
* @chainable
*/
function fire(eventName, options) {
if (!this.__eventListeners) {
return this;
}
var listenersForEvent = this.__eventListeners[eventName];
if (!listenersForEvent) {
return this;
}
for (var i = 0, len = listenersForEvent.length; i < len; i++) {
listenersForEvent[i] && listenersForEvent[i].call(this, options || { });
}
this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {
return value !== false;
});
return this;
}
/**
* @namespace fabric.Observable
* @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}
* @see {@link http://fabricjs.com/events|Events demo}
*/
fabric.Observable = {
fire: fire,
on: on,
once: once,
off: off,
};
})();
/**
* @namespace fabric.Collection
*/
fabric.Collection = {
_objects: [],
/**
* Adds objects to collection, Canvas or Group, then renders canvas
* (if `renderOnAddRemove` is not `false`).
* in case of Group no changes to bounding box are made.
* Objects should be instances of (or inherit from) fabric.Object
* Use of this function is highly discouraged for groups.
* you can add a bunch of objects with the add method but then you NEED
* to run a addWithUpdate call for the Group class or position/bbox will be wrong.
* @param {...fabric.Object} object Zero or more fabric instances
* @return {Self} thisArg
* @chainable
*/
add: function () {
this._objects.push.apply(this._objects, arguments);
if (this._onObjectAdded) {
for (var i = 0, length = arguments.length; i < length; i++) {
this._onObjectAdded(arguments[i]);
}
}
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)
* An object should be an instance of (or inherit from) fabric.Object
* Use of this function is highly discouraged for groups.
* you can add a bunch of objects with the insertAt method but then you NEED
* to run a addWithUpdate call for the Group class or position/bbox will be wrong.
* @param {Object} object Object to insert
* @param {Number} index Index to insert object at
* @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs
* @return {Self} thisArg
* @chainable
*/
insertAt: function (object, index, nonSplicing) {
var objects = this._objects;
if (nonSplicing) {
objects[index] = object;
}
else {
objects.splice(index, 0, object);
}
this._onObjectAdded && this._onObjectAdded(object);
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)
* @param {...fabric.Object} object Zero or more fabric instances
* @return {Self} thisArg
* @chainable
*/
remove: function() {
var objects = this._objects,
index, somethingRemoved = false;
for (var i = 0, length = arguments.length; i < length; i++) {
index = objects.indexOf(arguments[i]);
// only call onObjectRemoved if an object was actually removed
if (index !== -1) {
somethingRemoved = true;
objects.splice(index, 1);
this._onObjectRemoved && this._onObjectRemoved(arguments[i]);
}
}
this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();
return this;
},
/**
* Executes given function for each object in this group
* @param {Function} callback
* Callback invoked with current object as first argument,
* index - as second and an array of all objects - as third.
* Callback is invoked in a context of Global Object (e.g. `window`)
* when no `context` argument is given
*
* @param {Object} context Context (aka thisObject)
* @return {Self} thisArg
* @chainable
*/
forEachObject: function(callback, context) {
var objects = this.getObjects();
for (var i = 0, len = objects.length; i < len; i++) {
callback.call(context, objects[i], i, objects);
}
return this;
},
/**
* Returns an array of children objects of this instance
* Type parameter introduced in 1.3.10
* since 2.3.5 this method return always a COPY of the array;
* @param {String} [type] When specified, only objects of this type are returned
* @return {Array}
*/
getObjects: function(type) {
if (typeof type === 'undefined') {
return this._objects.concat();
}
return this._objects.filter(function(o) {
return o.type === type;
});
},
/**
* Returns object at specified index
* @param {Number} index
* @return {Self} thisArg
*/
item: function (index) {
return this._objects[index];
},
/**
* Returns true if collection contains no objects
* @return {Boolean} true if collection is empty
*/
isEmpty: function () {
return this._objects.length === 0;
},
/**
* Returns a size of a collection (i.e: length of an array containing its objects)
* @return {Number} Collection size
*/
size: function() {
return this._objects.length;
},
/**
* Returns true if collection contains an object
* @param {Object} object Object to check against
* @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`
* @return {Boolean} `true` if collection contains an object
*/
contains: function (object, deep) {
if (this._objects.indexOf(object) > -1) {
return true;
}
else if (deep) {
return this._objects.some(function (obj) {
return typeof obj.contains === 'function' && obj.contains(object, true);
});
}
return false;
},
/**
* Returns number representation of a collection complexity
* @return {Number} complexity
*/
complexity: function () {
return this._objects.reduce(function (memo, current) {
memo += current.complexity ? current.complexity() : 0;
return memo;
}, 0);
}
};
/**
* @namespace fabric.CommonMethods
*/
fabric.CommonMethods = {
/**
* Sets object's properties from options
* @param {Object} [options] Options object
*/
_setOptions: function(options) {
for (var prop in options) {
this.set(prop, options[prop]);
}
},
/**
* @private
* @param {Object} [filler] Options object
* @param {String} [property] property to set the Gradient to
*/
_initGradient: function(filler, property) {
if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {
this.set(property, new fabric.Gradient(filler));
}
},
/**
* @private
* @param {Object} [filler] Options object
* @param {String} [property] property to set the Pattern to
* @param {Function} [callback] callback to invoke after pattern load
*/
_initPattern: function(filler, property, callback) {
if (filler && filler.source && !(filler instanceof fabric.Pattern)) {
this.set(property, new fabric.Pattern(filler, callback));
}
else {
callback && callback();
}
},
/**
* @private
*/
_setObject: function(obj) {
for (var prop in obj) {
this._set(prop, obj[prop]);
}
},
/**
* 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()`.
* @param {String|Object} key Property name or object (if object, iterate over the object properties)
* @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)
* @return {fabric.Object} thisArg
* @chainable
*/
set: function(key, value) {
if (typeof key === 'object') {
this._setObject(key);
}
else {
this._set(key, value);
}
return this;
},
_set: function(key, value) {
this[key] = value;
},
/**
* Toggles specified property from `true` to `false` or from `false` to `true`
* @param {String} property Property to toggle
* @return {fabric.Object} thisArg
* @chainable
*/
toggle: function(property) {
var value = this.get(property);
if (typeof value === 'boolean') {
this.set(property, !value);
}
return this;
},
/**
* Basic getter
* @param {String} property Property name
* @return {*} value of a property
*/
get: function(property) {
return this[property];
}
};
(function(global) {
var sqrt = Math.sqrt,
atan2 = Math.atan2,
pow = Math.pow,
PiBy180 = Math.PI / 180,
PiBy2 = Math.PI / 2;
/**
* @namespace fabric.util
*/
fabric.util = {
/**
* Calculate the cos of an angle, avoiding returning floats for known results
* @static
* @memberOf fabric.util
* @param {Number} angle the angle in radians or in degree
* @return {Number}
*/
cos: function(angle) {
if (angle === 0) { return 1; }
if (angle < 0) {
// cos(a) = cos(-a)
angle = -angle;
}
var angleSlice = angle / PiBy2;
switch (angleSlice) {
case 1: case 3: return 0;
case 2: return -1;
}
return Math.cos(angle);
},
/**
* Calculate the sin of an angle, avoiding returning floats for known results
* @static
* @memberOf fabric.util
* @param {Number} angle the angle in radians or in degree
* @return {Number}
*/
sin: function(angle) {
if (angle === 0) { return 0; }
var angleSlice = angle / PiBy2, sign = 1;
if (angle < 0) {
// sin(-a) = -sin(a)
sign = -1;
}
switch (angleSlice) {
case 1: return sign;
case 2: return 0;
case 3: return -sign;
}
return Math.sin(angle);
},
/**
* Removes value from an array.
* Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`
* @static
* @memberOf fabric.util
* @param {Array} array
* @param {*} value
* @return {Array} original array
*/
removeFromArray: function(array, value) {
var idx = array.indexOf(value);
if (idx !== -1) {
array.splice(idx, 1);
}
return array;
},
/**
* Returns random number between 2 specified ones.
* @static
* @memberOf fabric.util
* @param {Number} min lower limit
* @param {Number} max upper limit
* @return {Number} random value (between min and max)
*/
getRandomInt: function(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
},
/**
* Transforms degrees to radians.
* @static
* @memberOf fabric.util
* @param {Number} degrees value in degrees
* @return {Number} value in radians
*/
degreesToRadians: function(degrees) {
return degrees * PiBy180;
},
/**
* Transforms radians to degrees.
* @static
* @memberOf fabric.util
* @param {Number} radians value in radians
* @return {Number} value in degrees
*/
radiansToDegrees: function(radians) {
return radians / PiBy180;
},
/**
* Rotates `point` around `origin` with `radians`
* @static
* @memberOf fabric.util
* @param {fabric.Point} point The point to rotate
* @param {fabric.Point} origin The origin of the rotation
* @param {Number} radians The radians of the angle for the rotation
* @return {fabric.Point} The new rotated point
*/
rotatePoint: function(point, origin, radians) {
var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y),
v = fabric.util.rotateVector(newPoint, radians);
return new fabric.Point(v.x, v.y).addEquals(origin);
},
/**
* Rotates `vector` with `radians`
* @static
* @memberOf fabric.util
* @param {Object} vector The vector to rotate (x and y)
* @param {Number} radians The radians of the angle for the rotation
* @return {Object} The new rotated point
*/
rotateVector: function(vector, radians) {
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;
return {
x: rx,
y: ry
};
},
/**
* Creates a vetor from points represented as a point
* @static
* @memberOf fabric.util
*
* @typedef {Object} Point
* @property {number} x
* @property {number} y
*
* @param {Point} from
* @param {Point} to
* @returns {Point} vector
*/
createVector: function (from, to) {
return new fabric.Point(to.x - from.x, to.y - from.y);
},
/**
* Calculates angle between 2 vectors using dot product
* @static
* @memberOf fabric.util
* @param {Point} a
* @param {Point} b
* @returns the angle in radian between the vectors
*/
calcAngleBetweenVectors: function (a, b) {
return Math.acos((a.x * b.x + a.y * b.y) / (Math.hypot(a.x, a.y) * Math.hypot(b.x, b.y)));
},
/**
* @static
* @memberOf fabric.util
* @param {Point} v
* @returns {Point} vector representing the unit vector of pointing to the direction of `v`
*/
getHatVector: function (v) {
return new fabric.Point(v.x, v.y).multiply(1 / Math.hypot(v.x, v.y));
},
/**
* @static
* @memberOf fabric.util
* @param {Point} A
* @param {Point} B
* @param {Point} C
* @returns {{ vector: Point, angle: number }} vector representing the bisector of A and A's angle
*/
getBisector: function (A, B, C) {
var AB = fabric.util.createVector(A, B), AC = fabric.util.createVector(A, C);
var alpha = fabric.util.calcAngleBetweenVectors(AB, AC);
// check if alpha is relative to AB->BC
var ro = fabric.util.calcAngleBetweenVectors(fabric.util.rotateVector(AB, alpha), AC);
var phi = alpha * (ro === 0 ? 1 : -1) / 2;
return {
vector: fabric.util.getHatVector(fabric.util.rotateVector(AB, phi)),
angle: alpha
};
},
/**
* Project stroke width on points returning 2 projections for each point as follows:
* - `miter`: 2 points corresponding to the outer boundary and the inner boundary of stroke.
* - `bevel`: 2 points corresponding to the bevel boundaries, tangent to the bisector.
* - `round`: same as `bevel`
* Used to calculate object's bounding box
* @static
* @memberOf fabric.util
* @param {Point[]} points
* @param {Object} options
* @param {number} options.strokeWidth
* @param {'miter'|'bevel'|'round'} options.strokeLineJoin
* @param {number} options.strokeMiterLimit https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit
* @param {boolean} options.strokeUniform
* @param {number} options.scaleX
* @param {number} options.scaleY
* @param {boolean} [openPath] whether the shape is open or not, affects the calculations of the first and last points
* @returns {fabric.Point[]} array of size 2n/4n of all suspected points
*/
projectStrokeOnPoints: function (points, options, openPath) {
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) {
var scalar = s / (Math.hypot(v.x, v.y));
return new fabric.Point(v.x * scalar * strokeUniformScalar.x, v.y * scalar * strokeUniformScalar.y);
};
if (points.length <= 1) {return coords;}
points.forEach(function (p, index) {
var A = new fabric.Point(p.x, p.y), B, C;
if (index === 0) {
C = points[index + 1];
B = openPath ? getStrokeHatVector(fabric.util.createVector(C, A)).addEquals(A) : points[points.length - 1];
}
else if (index === points.length - 1) {
B = points[index - 1];
C = openPath ? getStrokeHatVector(fabric.util.createVector(B, A)).addEquals(A) : points[0];
}
else {
B = points[index - 1];
C = points[index + 1];
}
var bisector = fabric.util.getBisector(A, B, C),
bisectorVector = bisector.vector,
alpha = bisector.angle,
scalar,
miterVector;
if (options.strokeLineJoin === 'miter') {
scalar = -s / Math.sin(alpha / 2);
miterVector = new fabric.Point(
bisectorVector.x * scalar * strokeUniformScalar.x,
bisectorVector.y * scalar * strokeUniformScalar.y
);
if (Math.hypot(miterVector.x, miterVector.y) / s <= options.strokeMiterLimit) {
coords.push(A.add(miterVector));
coords.push(A.subtract(miterVector));
return;
}
}
scalar = -s * Math.SQRT2;
miterVector = new fabric.Point(
bisectorVector.x * scalar * strokeUniformScalar.x,
bisectorVector.y * scalar * strokeUniformScalar.y
);
coords.push(A.add(miterVector));
coords.push(A.subtract(miterVector));
});
return coords;
},
/**
* Apply transform t to point p
* @static
* @memberOf fabric.util
* @param {fabric.Point} p The point to transform
* @param {Array} t The transform
* @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied
* @return {fabric.Point} The transformed point
*/
transformPoint: function(p, t, ignoreOffset) {
if (ignoreOffset) {
return new fabric.Point(
t[0] * p.x + t[2] * p.y,
t[1] * p.x + t[3] * p.y
);
}
return new fabric.Point(
t[0] * p.x + t[2] * p.y + t[4],
t[1] * p.x + t[3] * p.y + t[5]
);
},
/**
* Returns coordinates of points's bounding rectangle (left, top, width, height)
* @param {Array} points 4 points array
* @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix
* @return {Object} Object with left, top, width, height properties
*/
makeBoundingBoxFromPoints: function(points, transform) {
if (transform) {
for (var i = 0; i < points.length; i++) {
points[i] = fabric.util.transformPoint(points[i], transform);
}
}
var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],
minX = fabric.util.array.min(xPoints),
maxX = fabric.util.array.max(xPoints),
width = maxX - minX,
yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],
minY = fabric.util.array.min(yPoints),
maxY = fabric.util.array.max(yPoints),
height = maxY - minY;
return {
left: minX,
top: minY,
width: width,
height: height
};
},
/**
* Invert transformation t
* @static
* @memberOf fabric.util
* @param {Array} t The transform
* @return {Array} The inverted transform
*/
invertTransform: function(t) {
var a = 1 / (t[0] * t[3] - t[1] * t[2]),
r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],
o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);
r[4] = -o.x;
r[5] = -o.y;
return r;
},
/**
* A wrapper around Number#toFixed, which contrary to native method returns number, not string.
* @static
* @memberOf fabric.util
* @param {Number|String} number number to operate on
* @param {Number} fractionDigits number of fraction digits to "leave"
* @return {Number}
*/
toFixed: function(number, fractionDigits) {
return parseFloat(Number(number).toFixed(fractionDigits));
},
/**
* Converts from attribute value to pixel value if applicable.
* Returns converted pixels or original value not converted.
* @param {Number|String} value number to operate on
* @param {Number} fontSize
* @return {Number|String}
*/
parseUnit: function(value, fontSize) {
var unit = /\D{0,2}$/.exec(value),
number = parseFloat(value);
if (!fontSize) {
fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;
}
switch (unit[0]) {
case 'mm':
return number * fabric.DPI / 25.4;
case 'cm':
return number * fabric.DPI / 2.54;
case 'in':
return number * fabric.DPI;
case 'pt':
return number * fabric.DPI / 72; // or * 4 / 3
case 'pc':
return number * fabric.DPI / 72 * 12; // or * 16
case 'em':
return number * fontSize;
default:
return number;
}
},
/**
* Function which always returns `false`.
* @static
* @memberOf fabric.util
* @return {Boolean}
*/
falseFunction: function() {
return false;
},
/**
* Returns klass "Class" object of given namespace
* @memberOf fabric.util
* @param {String} type Type of object (eg. 'circle')
* @param {String} namespace Namespace to get klass "Class" object from
* @return {Object} klass "Class"
*/
getKlass: function(type, namespace) {
// capitalize first letter only
type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));
return fabric.util.resolveNamespace(namespace)[type];
},
/**
* Returns array of attributes for given svg that fabric parses
* @memberOf fabric.util
* @param {String} type Type of svg element (eg. 'circle')
* @return {Array} string names of supported attributes
*/
getSvgAttributes: function(type) {
var attributes = [
'instantiated_by_use',
'style',
'id',
'class'
];
switch (type) {
case 'linearGradient':
attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);
break;
case 'radialGradient':
attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);
break;
case 'stop':
attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);
break;
}
return attributes;
},
/**
* Returns object of given namespace
* @memberOf fabric.util
* @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'
* @return {Object} Object for given namespace (default fabric)
*/
resolveNamespace: function(namespace) {
if (!namespace) {
return fabric;
}
var parts = namespace.split('.'),
len = parts.length, i,
obj = global || fabric.window;
for (i = 0; i < len; ++i) {
obj = obj[parts[i]];
}
return obj;
},
/**
* Loads image element from given url and passes it to a callback
* @memberOf fabric.util
* @param {String} url URL representing an image
* @param {Function} callback Callback; invoked with loaded image
* @param {*} [context] Context to invoke callback in
* @param {Object} [crossOrigin] crossOrigin value to set image element to
*/
loadImage: function(url, callback, context, crossOrigin) {
if (!url) {
callback && callback.call(context, url);
return;
}
var img = fabric.util.createImage();
/** @ignore */
var onLoadCallback = function () {
callback && callback.call(context, img, false);
img = img.onload = img.onerror = null;
};
img.onload = onLoadCallback;
/** @ignore */
img.onerror = function() {
fabric.log('Error loading ' + img.src);
callback && callback.call(context, null, true);
img = img.onload = img.onerror = null;
};
// data-urls appear to be buggy with crossOrigin
// https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767
// see https://code.google.com/p/chromium/issues/detail?id=315152
// https://bugzilla.mozilla.org/show_bug.cgi?id=935069
// crossOrigin null is the same as not set.
if (url.indexOf('data') !== 0 &&
crossOrigin !== undefined &&
crossOrigin !== null) {
img.crossOrigin = crossOrigin;
}
// IE10 / IE11-Fix: SVG contents from data: URI
// will only be available if the IMG is present
// in the DOM (and visible)
if (url.substring(0,14) === 'data:image/svg') {
img.onload = null;
fabric.util.loadImageInDom(img, onLoadCallback);
}
img.src = url;
},
/**
* Attaches SVG image with data: URL to the dom
* @memberOf fabric.util
* @param {Object} img Image object with data:image/svg src
* @param {Function} callback Callback; invoked with loaded image
* @return {Object} DOM element (div containing the SVG image)
*/
loadImageInDom: function(img, onLoadCallback) {
var div = fabric.document.createElement('div');
div.style.width = div.style.height = '1px';
div.style.left = div.style.top = '-100%';
div.style.position = 'absolute';
div.appendChild(img);
fabric.document.querySelector('body').appendChild(div);
/**
* Wrap in function to:
* 1. Call existing callback
* 2. Cleanup DOM
*/
img.onload = function () {
onLoadCallback();
div.parentNode.removeChild(div);
div = null;
};
},
/**
* Creates corresponding fabric instances from their object representations
* @static
* @memberOf fabric.util
* @param {Array} objects Objects to enliven
* @param {Function} callback Callback to invoke when all objects are created
* @param {String} namespace Namespace to get klass "Class" object from
* @param {Function} reviver Method for further parsing of object elements,
* called after each fabric object created.
*/
enlivenObjects: function(objects, callback, namespace, reviver) {
objects = objects || [];
var enlivenedObjects = [],
numLoadedObjects = 0,
numTotalObjects = objects.length;
function onLoaded() {
if (++numLoadedObjects === numTotalObjects) {
callback && callback(enlivenedObjects.filter(function(obj) {
// filter out undefined objects (objects that gave error)
return obj;
}));
}
}
if (!numTotalObjects) {
callback && callback(enlivenedObjects);
return;
}
objects.forEach(function (o, index) {
// if sparse array
if (!o || !o.type) {
onLoaded();
return;
}
var klass = fabric.util.getKlass(o.type, namespace);
klass.fromObject(o, function (obj, error) {
error || (enlivenedObjects[index] = obj);
reviver && reviver(o, obj, error);
onLoaded();
});
});
},
/**
* Creates corresponding fabric instances residing in an object, e.g. `clipPath`
* @see {@link fabric.Object.ENLIVEN_PROPS}
* @param {Object} object
* @param {Object} [context] assign enlived props to this object (pass null to skip this)
* @param {(objects:fabric.Object[]) => void} callback
*/
enlivenObjectEnlivables: function (object, context, callback) {
var enlivenProps = fabric.Object.ENLIVEN_PROPS.filter(function (key) { return !!object[key]; });
fabric.util.enlivenObjects(enlivenProps.map(function (key) { return object[key]; }), function (enlivedProps) {
var objects = {};
enlivenProps.forEach(function (key, index) {
objects[key] = enlivedProps[index];
context && (context[key] = enlivedProps[index]);
});
callback && callback(objects);
});
},
/**
* Create and wait for loading of patterns
* @static
* @memberOf fabric.util
* @param {Array} patterns Objects to enliven
* @param {Function} callback Callback to invoke when all objects are created
* called after each fabric object created.
*/
enlivenPatterns: function(patterns, callback) {
patterns = patterns || [];
function onLoaded() {
if (++numLoadedPatterns === numPatterns) {
callback && callback(enlivenedPatterns);
}
}
var enlivenedPatterns = [],
numLoadedPatterns = 0,
numPatterns = patterns.length;
if (!numPatterns) {
callback && callback(enlivenedPatterns);
return;
}
patterns.forEach(function (p, index) {
if (p && p.source) {
new fabric.Pattern(p, function(pattern) {
enlivenedPatterns[index] = pattern;
onLoaded();
});
}
else {
enlivenedPatterns[index] = p;
onLoaded();
}
});
},
/**
* Groups SVG elements (usually those retrieved from SVG document)
* @static
* @memberOf fabric.util
* @param {Array} elements SVG elements to group
* @param {Object} [options] Options object
* @param {String} path Value to set sourcePath to
* @return {fabric.Object|fabric.Group}
*/
groupSVGElements: function(elements, options, path) {
var object;
if (elements && elements.length === 1) {
return elements[0];
}
if (options) {
if (options.width && options.height) {
options.centerPoint = {
x: options.width / 2,
y: options.height / 2
};
}
else {
delete options.width;
delete options.height;
}
}
object = new fabric.Group(elements, options);
if (typeof path !== 'undefined') {
object.sourcePath = path;
}
return object;
},
/**
* Populates an object with properties of another object
* @static
* @memberOf fabric.util
* @param {Object} source Source object
* @param {Object} destination Destination object
* @return {Array} properties Properties names to include
*/
populateWithProperties: function(source, destination, properties) {
if (properties && Array.isArray(properties)) {
for (var i = 0, len = properties.length; i < len; i++) {
if (properties[i] in source) {
destination[properties[i]] = source[properties[i]];
}
}
}
},
/**
* Creates canvas element
* @static
* @memberOf fabric.util
* @return {CanvasElement} initialized canvas element
*/
createCanvasElement: function() {
return fabric.document.createElement('canvas');
},
/**
* Creates a canvas element that is a copy of another and is also painted
* @param {CanvasElement} canvas to copy size and content of
* @static
* @memberOf fabric.util
* @return {CanvasElement} initialized canvas element
*/
copyCanvasElement: function(canvas) {
var newCanvas = fabric.util.createCanvasElement();
newCanvas.width = canvas.width;
newCanvas.height = canvas.height;
newCanvas.getContext('2d').drawImage(canvas, 0, 0);
return newCanvas;
},
/**
* since 2.6.0 moved from canvas instance to utility.
* @param {CanvasElement} canvasEl to copy size and content of
* @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too
* @param {Number} quality <= 1 and > 0
* @static
* @memberOf fabric.util
* @return {String} data url
*/
toDataURL: function(canvasEl, format, quality) {
return canvasEl.toDataURL('image/' + format, quality);
},
/**
* Creates image element (works on client and node)
* @static
* @memberOf fabric.util
* @return {HTMLImageElement} HTML image element
*/
createImage: function() {
return fabric.document.createElement('img');
},
/**
* Multiply matrix A by matrix B to nest transformations
* @static
* @memberOf fabric.util
* @param {Array} a First transformMatrix
* @param {Array} b Second transformMatrix
* @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices
* @return {Array} The product of the two transform matrices
*/
multiplyTransformMatrices: function(a, b, is2x2) {
// Matrix multiply a * b
return [
a[0] * b[0] + a[2] * b[1],
a[1] * b[0] + a[3] * b[1],
a[0] * b[2] + a[2] * b[3],
a[1] * b[2] + a[3] * b[3],
is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],
is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]
];
},
/**
* Decomposes standard 2x3 matrix into transform components
* @static
* @memberOf fabric.util
* @param {Array} a transformMatrix
* @return {Object} Components of transform
*/
qrDecompose: function(a) {
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);
return {
angle: angle / PiBy180,
scaleX: scaleX,
scaleY: scaleY,
skewX: skewX / PiBy180,
skewY: 0,
translateX: a[4],
translateY: a[5]
};
},
/**
* Returns a transform matrix starting from an object of the same kind of
* the one returned from qrDecompose, useful also if you want to calculate some
* transformations from an object that is not enlived yet
* @static
* @memberOf fabric.util
* @param {Object} options
* @param {Number} [options.angle] angle in degrees
* @return {Number[]} transform matrix
*/
calcRotateMatrix: function(options) {
if (!options.angle) {
return fabric.iMatrix.concat();
}
var theta = fabric.util.degreesToRadians(options.angle),
cos = fabric.util.cos(theta),
sin = fabric.util.sin(theta);
return [cos, sin, -sin, cos, 0, 0];
},
/**
* Returns a transform matrix starting from an object of the same kind of
* the one returned from qrDecompose, useful also if you want to calculate some
* transformations from an object that is not enlived yet.
* is called DimensionsTransformMatrix because those properties are the one that influence
* the size of the resulting box of the object.
* @static
* @memberOf fabric.util
* @param {Object} options
* @param {Number} [options.scaleX]
* @param {Number} [options.scaleY]
* @param {Boolean} [options.flipX]
* @param {Boolean} [options.flipY]
* @param {Number} [options.skewX]
* @param {Number} [options.skewY]
* @return {Number[]} transform matrix
*/
calcDimensionsMatrix: function(options) {
var scaleX = typeof options.scaleX === 'undefined' ? 1 : options.scaleX,
scaleY = typeof options.scaleY === 'undefined' ? 1 : options.scaleY,
scaleMatrix = [
options.flipX ? -scaleX : scaleX,
0,
0,
options.flipY ? -scaleY : scaleY,
0,
0],
multiply = fabric.util.multiplyTransformMatrices,
degreesToRadians = fabric.util.degreesToRadians;
if (options.skewX) {
scaleMatrix = multiply(
scaleMatrix,
[1, 0, Math.tan(degreesToRadians(options.skewX)), 1],
true);
}
if (options.skewY) {
scaleMatrix = multiply(
scaleMatrix,
[1, Math.tan(degreesToRadians(options.skewY)), 0, 1],
true);
}
return scaleMatrix;
},
/**
* Returns a transform matrix starting from an object of the same kind of
* the one returned from qrDecompose, useful also if you want to calculate some
* transformations from an object that is not enlived yet
* @static
* @memberOf fabric.util
* @param {Object} options
* @param {Number} [options.angle]
* @param {Number} [options.scaleX]
* @param {Number} [options.scaleY]
* @param {Boolean} [options.flipX]
* @param {Boolean} [options.flipY]
* @param {Number} [options.skewX]
* @param {Number} [options.skewX]
* @param {Number} [options.translateX]
* @param {Number} [options.translateY]
* @return {Number[]} transform matrix
*/
composeMatrix: function(options) {
var matrix = [1, 0, 0, 1, options.translateX || 0, options.translateY || 0],
multiply = fabric.util.multiplyTransformMatrices;
if (options.angle) {
matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));
}
if (options.scaleX !== 1 || options.scaleY !== 1 ||
options.skewX || options.skewY || options.flipX || options.flipY) {
matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));
}
return matrix;
},
/**
* reset an object transform state to neutral. Top and left are not accounted for
* @static
* @memberOf fabric.util
* @param {fabric.Object} target object to transform
*/
resetObjectTransform: function (target) {
target.scaleX = 1;
target.scaleY = 1;
target.skewX = 0;
target.skewY = 0;
target.flipX = false;
target.flipY = false;
target.rotate(0);
},
/**
* Extract Object transform values
* @static
* @memberOf fabric.util
* @param {fabric.Object} target object to read from
* @return {Object} Components of transform
*/
saveObjectTransform: function (target) {
return {
scaleX: target.scaleX,
scaleY: target.scaleY,
skewX: target.skewX,
skewY: target.skewY,
angle: target.angle,
left: target.left,
flipX: target.flipX,
flipY: target.flipY,
top: target.top
};
},
/**
* Returns true if context has transparent pixel
* at specified location (taking tolerance into account)
* @param {CanvasRenderingContext2D} ctx context
* @param {Number} x x coordinate
* @param {Number} y y coordinate
* @param {Number} tolerance Tolerance
*/
isTransparent: function(ctx, x, y, tolerance) {
// If tolerance is > 0 adjust start coords to take into account.
// If moves off Canvas fix to 0
if (tolerance > 0) {
if (x > tolerance) {
x -= tolerance;
}
else {
x = 0;
}
if (y > tolerance) {
y -= tolerance;
}
else {
y = 0;
}
}
var _isTransparent = true, i, temp,
imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),
l = imageData.data.length;
// Split image data - for tolerance > 1, pixelDataSize = 4;
for (i = 3; i < l; i += 4) {
temp = imageData.data[i];
_isTransparent = temp <= 0;
if (_isTransparent === false) {
break; // Stop if colour found
}
}
imageData = null;
return _isTransparent;
},
/**
* Parse preserveAspectRatio attribute from element
* @param {string} attribute to be parsed
* @return {Object} an object containing align and meetOrSlice attribute
*/
parsePreserveAspectRatioAttribute: function(attribute) {
var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',
aspectRatioAttrs = attribute.split(' '), align;
if (aspectRatioAttrs && aspectRatioAttrs.length) {
meetOrSlice = aspectRatioAttrs.pop();
if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {
align = meetOrSlice;
meetOrSlice = 'meet';
}
else if (aspectRatioAttrs.length) {
align = aspectRatioAttrs.pop();
}
}
//divide align in alignX and alignY
alignX = align !== 'none' ? align.slice(1, 4) : 'none';
alignY = align !== 'none' ? align.slice(5, 8) : 'none';
return {
meetOrSlice: meetOrSlice,
alignX: alignX,
alignY: alignY
};
},
/**
* Clear char widths cache for the given font family or all the cache if no
* fontFamily is specified.
* Use it if you know you are loading fonts in a lazy way and you are not waiting
* for custom fonts to load properly when adding text objects to the canvas.
* If a text object is added when its own font is not loaded yet, you will get wrong
* measurement and so wrong bounding boxes.
* After the font cache is cleared, either change the textObject text content or call
* initDimensions() to trigger a recalculation
* @memberOf fabric.util
* @param {String} [fontFamily] font family to clear
*/
clearFabricFontCache: function(fontFamily) {
fontFamily = (fontFamily || '').toLowerCase();
if (!fontFamily) {
fabric.charWidthsCache = { };
}
else if (fabric.charWidthsCache[fontFamily]) {
delete fabric.charWidthsCache[fontFamily];
}
},
/**
* Given current aspect ratio, determines the max width and height that can
* respect the total allowed area for the cache.
* @memberOf fabric.util
* @param {Number} ar aspect ratio
* @param {Number} maximumArea Maximum area you want to achieve
* @return {Object.x} Limited dimensions by X
* @return {Object.y} Limited dimensions by Y
*/
limitDimsByArea: function(ar, maximumArea) {
var roughWidth = Math.sqrt(maximumArea * ar),
perfLimitSizeY = Math.floor(maximumArea / roughWidth);
return { x: Math.floor(roughWidth), y: perfLimitSizeY };
},
capValue: function(min, value, max) {
return Math.max(min, Math.min(value, max));
},
/**
* Finds the scale for the object source to fit inside the object destination,
* keeping aspect ratio intact.
* respect the total allowed area for the cache.
* @memberOf fabric.util
* @param {Object | fabric.Object} source
* @param {Number} source.height natural unscaled height of the object
* @param {Number} source.width natural unscaled width of the object
* @param {Object | fabric.Object} destination
* @param {Number} destination.height natural unscaled height of the object
* @param {Number} destination.width natural unscaled width of the object
* @return {Number} scale factor to apply to source to fit into destination
*/
findScaleToFit: function(source, destination) {
return Math.min(destination.width / source.width, destination.height / source.height);
},
/**
* Finds the scale for the object source to cover entirely the object destination,
* keeping aspect ratio intact.
* respect the total allowed area for the cache.
* @memberOf fabric.util
* @param {Object | fabric.Object} source
* @param {Number} source.height natural unscaled height of the object
* @param {Number} source.width natural unscaled width of the object
* @param {Object | fabric.Object} destination
* @param {Number} destination.height natural unscaled height of the object
* @param {Number} destination.width natural unscaled width of the object
* @return {Number} scale factor to apply to source to cover destination
*/
findScaleToCover: function(source, destination) {
return Math.max(destination.width / source.width, destination.height / source.height);
},
/**
* given an array of 6 number returns something like `"matrix(...numbers)"`
* @memberOf fabric.util
* @param {Array} transform an array with 6 numbers
* @return {String} transform matrix for svg
* @return {Object.y} Limited dimensions by Y
*/
matrixToSVG: function(transform) {
return 'matrix(' + transform.map(function(value) {
return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);
}).join(' ') + ')';
},
/**
* given an object and a transform, apply the inverse transform to the object,
* this is equivalent to remove from that object that transformation, so that
* added in a space with the removed transform, the object will be the same as before.
* Removing from an object a transform that scale by 2 is like scaling it by 1/2.
* Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg
* in the opposite direction.
* This util is used to add objects inside transformed groups or nested groups.
* @memberOf fabric.util
* @param {fabric.Object} object the object you want to transform
* @param {Array} transform the destination transform
*/
removeTransformFromObject: function(object, transform) {
var inverted = fabric.util.invertTransform(transform),
finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());
fabric.util.applyTransformToObject(object, finalTransform);
},
/**
* given an object and a transform, apply the transform to the object.
* this is equivalent to change the space where the object is drawn.
* Adding to an object a transform that scale by 2 is like scaling it by 2.
* This is used when removing an object from an active selection for example.
* @memberOf fabric.util
* @param {fabric.Object} object the object you want to transform
* @param {Array} transform the destination transform
*/
addTransformToObject: function(object, transform) {
fabric.util.applyTransformToObject(
object,
fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix())
);
},
/**
* discard an object transform state and apply the one from the matrix.
* @memberOf fabric.util
* @param {fabric.Object} object the object you want to transform
* @param {Array} transform the destination transform
*/
applyTransformToObject: function(object, transform) {
var options = fabric.util.qrDecompose(transform),
center = new fabric.Point(options.translateX, options.translateY);
object.flipX = false;
object.flipY = false;
object.set('scaleX', options.scaleX);
object.set('scaleY', options.scaleY);
object.skewX = options.skewX;
object.skewY = options.skewY;
object.angle = options.angle;
object.setPositionByOrigin(center, 'center', 'center');
},
/**
* given a width and height, return the size of the bounding box
* that can contains the box with width/height with applied transform
* described in options.
* Use to calculate the boxes around objects for controls.
* @memberOf fabric.util
* @param {Number} width
* @param {Number} height
* @param {Object} options
* @param {Number} options.scaleX
* @param {Number} options.scaleY
* @param {Number} options.skewX
* @param {Number} options.skewY
* @return {Object.x} width of containing
* @return {Object.y} height of containing
*/
sizeAfterTransform: function(width, height, options) {
var dimX = width / 2, dimY = height / 2,
points = [
{
x: -dimX,
y: -dimY
},
{
x: dimX,
y: -dimY
},
{
x: -dimX,
y: dimY
},
{
x: dimX,
y: dimY
}],
transformMatrix = fabric.util.calcDimensionsMatrix(options),
bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);
return {
x: bbox.width,
y: bbox.height,
};
},
/**
* Merges 2 clip paths into one visually equal clip path
*
* **IMPORTANT**:\
* Does **NOT** clone the arguments, clone them proir if necessary.
*
* Creates a wrapper (group) that contains one clip path and is clipped by the other so content is kept where both overlap.
* 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.
*
* In order to handle the `inverted` property we follow logic described in the following cases:\
* **(1)** both clip paths are inverted - the clip paths pass the inverted prop to the wrapper and loose it themselves.\
* **(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.\
* **(3)** both clip paths are not inverted - wrapper and clip paths remain unchanged.
*
* @memberOf fabric.util
* @param {fabric.Object} c1
* @param {fabric.Object} c2
* @returns {fabric.Object} merged clip path
*/
mergeClipPaths: function (c1, c2) {
var a = c1, b = c2;
if (a.inverted && !b.inverted) {
// case (2)
a = c2;
b = c1;
}
// `b` becomes `a`'s clip path so we transform `b` to `a` coordinate plane
fabric.util.applyTransformToObject(
b,
fabric.util.multiplyTransformMatrices(
fabric.util.invertTransform(a.calcTransformMatrix()),
b.calcTransformMatrix()
)
);
// assign the `inverted` prop to the wrapping group
var inverted = a.inverted && b.inverted;
if (inverted) {
// case (1)
a.inverted = b.inverted = false;
}
return new fabric.Group([a], { clipPath: b, inverted: inverted });
},
/**
* @memberOf fabric.util
* @param {Object} prevStyle first style to compare
* @param {Object} thisStyle second style to compare
* @param {boolean} forTextSpans whether to check overline, underline, and line-through properties
* @return {boolean} true if the style changed
*/
hasStyleChanged: function(prevStyle, thisStyle, forTextSpans) {
forTextSpans = forTextSpans || false;
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));
},
/**
* Returns the array form of a text object's inline styles property with styles grouped in ranges
* rather than per character. This format is less verbose, and is better suited for storage
* so it is used in serialization (not during runtime).
* @memberOf fabric.util
* @param {object} styles per character styles for a text object
* @param {String} text the text string that the styles are applied to
* @return {{start: number, end: number, style: object}[]}
*/
stylesToArray: function(styles, text) {
// clone style structure to prevent mutation
var styles = fabric.util.object.clone(styles, true),
textLines = text.split('\n'),
charIndex = -1, prevStyle = {}, stylesArray = [];
//loop through each textLine
for (var i = 0; i < textLines.length; i++) {
if (!styles[i]) {
//no styles exist for this line, so add the line's length to the charIndex total
charIndex += textLines[i].length;
continue;
}
//loop through each character of the current line
for (var c = 0; c < textLines[i].length; c++) {
charIndex++;
var thisStyle = styles[i][c];
//check if style exists for this character
if (thisStyle) {
var styleChanged = fabric.util.hasStyleChanged(prevStyle, thisStyle, true);
if (styleChanged) {
stylesArray.push({
start: charIndex,
end: charIndex + 1,
style: thisStyle
});
}
else {
//if style is the same as previous character, increase end index
stylesArray[stylesArray.length - 1].end++;
}
}
prevStyle = thisStyle || {};
}
}
return stylesArray;
},
/**
* Returns the object form of the styles property with styles that are assigned per
* character rather than grouped by range. This format is more verbose, and is
* only used during runtime (not for serialization/storage)
* @memberOf fabric.util
* @param {Array} styles the serialized form of a text object's styles
* @param {String} text the text string that the styles are applied to
* @return {Object}
*/
stylesFromArray: function(styles, text) {
if (!Array.isArray(styles)) {
return styles;
}
var textLines = text.split('\n'),
charIndex = -1, styleIndex = 0, stylesObject = {};
//loop through each textLine
for (var i = 0; i < textLines.length; i++) {
//loop through each character of the current line
for (var c = 0; c < textLines[i].length; c++) {
charIndex++;
//check if there's a style collection that includes the current character
if (styles[styleIndex]
&& styles[styleIndex].start <= charIndex
&& charIndex < styles[styleIndex].end) {
//create object for line index if it doesn't exist
stylesObject[i] = stylesObject[i] || {};
//assign a style at this character's index
stylesObject[i][c] = Object.assign({}, styles[styleIndex].style);
//if character is at the end of the current style collection, move to the next
if (charIndex === styles[styleIndex].end - 1) {
styleIndex++;
}
}
}
}
return stylesObject;
}
};
})(typeof exports !== 'undefined' ? exports : this);
(function() {
var _join = Array.prototype.join,
commandLengths = {
m: 2,
l: 2,
h: 1,
v: 1,
c: 6,
s: 4,
q: 4,
t: 2,
a: 7
},
repeatedCommands = {
m: 'l',
M: 'L'
};
function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {
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);
return ['C',
cp1X, cp1Y,
cp2X, cp2Y,
toX, toY
];
}
/* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp
* by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here
* http://mozilla.org/MPL/2.0/
*/
function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {
var PI = Math.PI, th = rotateX * PI / 180,
sinTh = fabric.util.sin(th),
cosTh = fabric.util.cos(th),
fromX = 0, fromY = 0;
rx = Math.abs(rx);
ry = Math.abs(ry);
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;
if (pl < 0) {
var s = Math.sqrt(1 - pl / (rx2 * ry2));
rx *= s;
ry *= s;
}
else {
root = (large === sweep ? -1.0 : 1.0) *
Math.sqrt( pl / (rx2 * py2 + ry2 * px2));
}
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);
if (sweep === 0 && dtheta > 0) {
dtheta -= 2 * PI;
}
else if (sweep === 1 && dtheta < 0) {
dtheta += 2 * PI;
}
// Convert into cubic bezier segments <= 90deg
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;
for (var i = 0; i < segments; i++) {
result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);
fromX = result[i][5];
fromY = result[i][6];
mTheta = th3;
th3 += mDelta;
}
return result;
}
/*
* Private
*/
function calcVectorAngle(ux, uy, vx, vy) {
var ta = Math.atan2(uy, ux),
tb = Math.atan2(vy, vx);
if (tb >= ta) {
return tb - ta;
}
else {
return 2 * Math.PI - (ta - tb);
}
}
/**
* Calculate bounding box of a beziercurve
* @param {Number} x0 starting point
* @param {Number} y0
* @param {Number} x1 first control point
* @param {Number} y1
* @param {Number} x2 secondo control point
* @param {Number} y2
* @param {Number} x3 end of bezier
* @param {Number} y3
*/
// taken from http://jsbin.com/ivomiq/56/edit no credits available for that.
// TODO: can we normalize this with the starting points set at 0 and then translated the bbox?
function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {
var argsString;
if (fabric.cachesBoundsOfCurve) {
argsString = _join.call(arguments);
if (fabric.boundsOfCurveCache[argsString]) {
return fabric.boundsOfCurveCache[argsString];
}
}
var sqrt = Math.sqrt,
min = Math.min, max = Math.max,
abs = Math.abs, tvalues = [],
bounds = [[], []],
a, b, c, t, t1, t2, b2ac, sqrtb2ac;
b = 6 * x0 - 12 * x1 + 6 * x2;
a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;
c = 3 * x1 - 3 * x0;
for (var i = 0; i < 2; ++i) {
if (i > 0) {
b = 6 * y0 - 12 * y1 + 6 * y2;
a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;
c = 3 * y1 - 3 * y0;
}
if (abs(a) < 1e-12) {
if (abs(b) < 1e-12) {
continue;
}
t = -c / b;
if (0 < t && t < 1) {
tvalues.push(t);
}
continue;
}
b2ac = b * b - 4 * c * a;
if (b2ac < 0) {
continue;
}
sqrtb2ac = sqrt(b2ac);
t1 = (-b + sqrtb2ac) / (2 * a);
if (0 < t1 && t1 < 1) {
tvalues.push(t1);
}
t2 = (-b - sqrtb2ac) / (2 * a);
if (0 < t2 && t2 < 1) {
tvalues.push(t2);
}
}
var x, y, j = tvalues.length, jlen = j, mt;
while (j--) {
t = tvalues[j];
mt = 1 - t;
x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);
bounds[0][j] = x;
y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);
bounds[1][j] = y;
}
bounds[0][jlen] = x0;
bounds[1][jlen] = y0;
bounds[0][jlen + 1] = x3;
bounds[1][jlen + 1] = y3;
var result = [
{
x: min.apply(null, bounds[0]),
y: min.apply(null, bounds[1])
},
{
x: max.apply(null, bounds[0]),
y: max.apply(null, bounds[1])
}
];
if (fabric.cachesBoundsOfCurve) {
fabric.boundsOfCurveCache[argsString] = result;
}
return result;
}
/**
* Converts arc to a bunch of bezier curves
* @param {Number} fx starting point x
* @param {Number} fy starting point y
* @param {Array} coords Arc command
*/
function fromArcToBeziers(fx, fy, coords) {
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);
for (var i = 0, len = segsNorm.length; i < len; i++) {
segsNorm[i][1] += fx;
segsNorm[i][2] += fy;
segsNorm[i][3] += fx;
segsNorm[i][4] += fy;
segsNorm[i][5] += fx;
segsNorm[i][6] += fy;
}
return segsNorm;
};
/**
* This function take a parsed SVG path and make it simpler for fabricJS logic.
* simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )
* S converted in C, T converted in Q, A converted in C.
* @param {Array} path the array of commands of a parsed svg path for fabric.Path
* @return {Array} the simplified array of commands of a parsed svg path for fabric.Path
*/
function makePathSimpler(path) {
// x and y represent the last point of the path. the previous command point.
// we add them to each relative command to make it an absolute comment.
// we also swap the v V h H with L, because are easier to transform.
var x = 0, y = 0, len = path.length,
// x1 and y1 represent the last point of the subpath. the subpath is started with
// m or M command. When a z or Z command is drawn, x and y need to be resetted to
// the last x1 and y1.
x1 = 0, y1 = 0, current, i, converted,
// previous will host the letter of the previous command, to handle S and T.
// controlX and controlY will host the previous reflected control point
destinationPath = [], previous, controlX, controlY;
for (i = 0; i < len; ++i) {
converted = false;
current = path[i].slice(0);
switch (current[0]) { // first letter
case 'l': // lineto, relative
current[0] = 'L';
current[1] += x;
current[2] += y;
// falls through
case 'L':
x = current[1];
y = current[2];
break;
case 'h': // horizontal lineto, relative
current[1] += x;
// falls through
case 'H':
current[0] = 'L';
current[2] = y;
x = current[1];
break;
case 'v': // vertical lineto, relative
current[1] += y;
// falls through
case 'V':
current[0] = 'L';
y = current[1];
current[1] = x;
current[2] = y;
break;
case 'm': // moveTo, relative
current[0] = 'M';
current[1] += x;
current[2] += y;
// falls through
case 'M':
x = current[1];
y = current[2];
x1 = current[1];
y1 = current[2];
break;
case 'c': // bezierCurveTo, relative
current[0] = 'C';
current[1] += x;
current[2] += y;
current[3] += x;
current[4] += y;
current[5] += x;
current[6] += y;
// falls through
case 'C':
controlX = current[3];
controlY = current[4];
x = current[5];
y = current[6];
break;
case 's': // shorthand cubic bezierCurveTo, relative
current[0] = 'S';
current[1] += x;
current[2] += y;
current[3] += x;
current[4] += y;
// falls through
case 'S':
// would be sScC but since we are swapping sSc for C, we check just that.
if (previous === 'C') {
// calculate reflection of previous control points
controlX = 2 * x - controlX;
controlY = 2 * y - controlY;
}
else {
// If there is no previous command or if the previous command was not a C, c, S, or s,
// the control point is coincident with the current point
controlX = x;
controlY = y;
}
x = current[3];
y = current[4];
current[0] = 'C';
current[5] = current[3];
current[6] = current[4];
current[3] = current[1];
current[4] = current[2];
current[1] = controlX;
current[2] = controlY;
// current[3] and current[4] are NOW the second control point.
// we keep it for the next reflection.
controlX = current[3];
controlY = current[4];
break;
case 'q': // quadraticCurveTo, relative
current[0] = 'Q';
current[1] += x;
current[2] += y;
current[3] += x;
current[4] += y;
// falls through
case 'Q':
controlX = current[1];
controlY = current[2];
x = current[3];
y = current[4];
break;
case 't': // shorthand quadraticCurveTo, relative
current[0] = 'T';
current[1] += x;
current[2] += y;
// falls through
case 'T':
if (previous === 'Q') {
// calculate reflection of previous control point
controlX = 2 * x - controlX;
controlY = 2 * y - controlY;
}
else {
// If there is no previous command or if the previous command was not a Q, q, T or t,
// assume the control point is coincident with the current point
controlX = x;
controlY = y;
}
current[0] = 'Q';
x = current[1];
y = current[2];
current[1] = controlX;
current[2] = controlY;
current[3] = x;
current[4] = y;
break;
case 'a':
current[0] = 'A';
current[6] += x;
current[7] += y;
// falls through
case 'A':
converted = true;
destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));
x = current[6];
y = current[7];
break;
case 'z':
case 'Z':
x = x1;
y = y1;
break;
default:
}
if (!converted) {
destinationPath.push(current);
}
previous = current[0];
}
return destinationPath;
};
/**
* Calc length from point x1,y1 to x2,y2
* @param {Number} x1 starting point x
* @param {Number} y1 starting point y
* @param {Number} x2 starting point x
* @param {Number} y2 starting point y
* @return {Number} length of segment
*/
function calcLineLength(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
// functions for the Cubic beizer
// taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350
function CB1(t) {
return t * t * t;
}
function CB2(t) {
return 3 * t * t * (1 - t);
}
function CB3(t) {
return 3 * t * (1 - t) * (1 - t);
}
function CB4(t) {
return (1 - t) * (1 - t) * (1 - t);
}
function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {
return function(pct) {
var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);
return {
x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,
y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4
};
};
}
function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {
return function (pct) {
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));
return Math.atan2(tangentY, tangentX);
};
}
function QB1(t) {
return t * t;
}
function QB2(t) {
return 2 * t * (1 - t);
}
function QB3(t) {
return (1 - t) * (1 - t);
}
function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {
return function(pct) {
var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);
return {
x: p3x * c1 + p2x * c2 + p1x * c3,
y: p3y * c1 + p2y * c2 + p1y * c3
};
};
}
function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {
return function (pct) {
var invT = 1 - pct,
tangentX = (2 * invT * (p2x - p1x)) + (2 * pct * (p3x - p2x)),
tangentY = (2 * invT * (p2y - p1y)) + (2 * pct * (p3y - p2y));
return Math.atan2(tangentY, tangentX);
};
}
// this will run over a path segment ( a cubic or quadratic segment) and approximate it
// with 100 segemnts. This will good enough to calculate the length of the curve
function pathIterator(iterator, x1, y1) {
var tempP = { x: x1, y: y1 }, p, tmpLen = 0, perc;
for (perc = 1; perc <= 100; perc += 1) {
p = iterator(perc / 100);
tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);
tempP = p;
}
return tmpLen;
}
/**
* Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1
* that correspond to that pixels run over the path.
* The percentage will be then used to find the correct point on the canvas for the path.
* @param {Array} segInfo fabricJS collection of information on a parsed path
* @param {Number} distance from starting point, in pixels.
* @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;
*/
function findPercentageForDistance(segInfo, distance) {
var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = { x: segInfo.x, y: segInfo.y },
p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;
// nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100
// the path
while (tmpLen < distance && nextStep > 0.0001) {
p = iterator(perc);
lastPerc = perc;
nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);
// compare tmpLen each cycle with distance, decide next perc to test.
if ((nextLen + tmpLen) > distance) {
// we discard this step and we make smaller steps.
perc -= nextStep;
nextStep /= 2;
}
else {
tempP = p;
perc += nextStep;
tmpLen += nextLen;
}
}
p.angle = angleFinder(lastPerc);
return p;
}
/**
* Run over a parsed and simplifed path and extrac some informations.
* informations are length of each command and starting point
* @param {Array} path fabricJS parsed path commands
* @return {Array} path commands informations
*/
function getPathSegmentsInfo(path) {
var totalLength = 0, len = path.length, current,
//x2 and y2 are the coords of segment start
//x1 and y1 are the coords of the current point
x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;
for (var i = 0; i < len; i++) {
current = path[i];
tempInfo = {
x: x1,
y: y1,
command: current[0],
};
switch (current[0]) { //first letter
case 'M':
tempInfo.length = 0;
x2 = x1 = current[1];
y2 = y1 = current[2];
break;
case 'L':
tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);
x1 = current[1];
y1 = current[2];
break;
case 'C':
iterator = getPointOnCubicBezierIterator(
x1,
y1,
current[1],
current[2],
current[3],
current[4],
current[5],
current[6]
);
angleFinder = getTangentCubicIterator(
x1,
y1,
current[1],
current[2],
current[3],
current[4],
current[5],
current[6]
);
tempInfo.iterator = iterator;
tempInfo.angleFinder = angleFinder;
tempInfo.length = pathIterator(iterator, x1, y1);
x1 = current[5];
y1 = current[6];
break;
case 'Q':
iterator = getPointOnQuadraticBezierIterator(
x1,
y1,
current[1],
current[2],
current[3],
current[4]
);
angleFinder = getTangentQuadraticIterator(
x1,
y1,
current[1],
current[2],
current[3],
current[4]
);
tempInfo.iterator = iterator;
tempInfo.angleFinder = angleFinder;
tempInfo.length = pathIterator(iterator, x1, y1);
x1 = current[3];
y1 = current[4];
break;
case 'Z':
case 'z':
// we add those in order to ease calculations later
tempInfo.destX = x2;
tempInfo.destY = y2;
tempInfo.length = calcLineLength(x1, y1, x2, y2);
x1 = x2;
y1 = y2;
break;
}
totalLength += tempInfo.length;
info.push(tempInfo);
}
info.push({ length: totalLength, x: x1, y: y1 });
return info;
}
function getPointOnPath(path, distance, infos) {
if (!infos) {
infos = getPathSegmentsInfo(path);
}
var i = 0;
while ((distance - infos[i].length > 0) && i < (infos.length - 2)) {
distance -= infos[i].length;
i++;
}
// var distance = infos[infos.length - 1] * perc;
var segInfo = infos[i], segPercent = distance / segInfo.length,
command = segInfo.command, segment = path[i], info;
switch (command) {
case 'M':
return { x: segInfo.x, y: segInfo.y, angle: 0 };
case 'Z':
case 'z':
info = new fabric.Point(segInfo.x, segInfo.y).lerp(
new fabric.Point(segInfo.destX, segInfo.destY),
segPercent
);
info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);
return info;
case 'L':
info = new fabric.Point(segInfo.x, segInfo.y).lerp(
new fabric.Point(segment[1], segment[2]),
segPercent
);
info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);
return info;
case 'C':
return findPercentageForDistance(segInfo, distance);
case 'Q':
return findPercentageForDistance(segInfo, distance);
}
}
/**
*
* @param {string} pathString
* @return {(string|number)[][]} An array of SVG path commands
* @example <caption>Usage</caption>
* parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [
* ['M', 3, 4],
* ['Q', 3, 5, 2, 1, 4, 0],
* ['Q', 9, 12, 2, 1, 4, 0],
* ];
*
*/
function parsePath(pathString) {
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)
path;
if (!pathString || !pathString.match) {
return result;
}
path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);
for (var i = 0, coordsParsed, len = path.length; i < len; i++) {
currentPath = path[i];
coordsStr = currentPath.slice(1).trim();
coords.length = 0;
var command = currentPath.charAt(0);
coordsParsed = [command];
if (command.toLowerCase() === 'a') {
// arcs have special flags that apparently don't require spaces so handle special
for (var args; (args = regArcArgumentSequence.exec(coordsStr));) {
for (var j = 1; j < args.length; j++) {
coords.push(args[j]);
}
}
}
else {
while ((match = re.exec(coordsStr))) {
coords.push(match[0]);
}
}
for (var j = 0, jlen = coords.length; j < jlen; j++) {
parsed = parseFloat(coords[j]);
if (!isNaN(parsed)) {
coordsParsed.push(parsed);
}
}
var commandLength = commandLengths[command.toLowerCase()],
repeatedCommand = repeatedCommands[command] || command;
if (coordsParsed.length - 1 > commandLength) {
for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {
result.push([command].concat(coordsParsed.slice(k, k + commandLength)));
command = repeatedCommand;
}
}
else {
result.push(coordsParsed);
}
}
return result;
};
/**
*
* Converts points to a smooth SVG path
* @param {{ x: number,y: number }[]} points Array of points
* @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.
* @return {(string|number)[][]} An array of SVG path commands
*/
function getSmoothPathFromPoints(points, correction) {
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;
correction = correction || 0;
if (manyPoints) {
multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;
multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;
}
path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]);
for (i = 1; i < len; i++) {
if (!p1.eq(p2)) {
var midPoint = p1.midPointFrom(p2);
// p1 is our bezier control point
// midpoint is our endpoint
// start point is p(i-1) value.
path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]);
}
p1 = points[i];
if ((i + 1) < points.length) {
p2 = points[i + 1];
}
}
if (manyPoints) {
multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;
multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;
}
path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]);
return path;
}
/**
* Transform a path by transforming each segment.
* it has to be a simplified path or it won't work.
* WARNING: this depends from pathOffset for correct operation
* @param {Array} path fabricJS parsed and simplified path commands
* @param {Array} transform matrix that represent the transformation
* @param {Object} [pathOffset] the fabric.Path pathOffset
* @param {Number} pathOffset.x
* @param {Number} pathOffset.y
* @returns {Array} the transformed path
*/
function transformPath(path, transform, pathOffset) {
if (pathOffset) {
transform = fabric.util.multiplyTransformMatrices(
transform,
[1, 0, 0, 1, -pathOffset.x, -pathOffset.y]
);
}
return path.map(function(pathSegment) {
var newSegment = pathSegment.slice(0), point = {};
for (var i = 1; i < pathSegment.length - 1; i += 2) {
point.x = pathSegment[i];
point.y = pathSegment[i + 1];
point = fabric.util.transformPoint(point, transform);
newSegment[i] = point.x;
newSegment[i + 1] = point.y;
}
return newSegment;
});
}
/**
* Join path commands to go back to svg format
* @param {Array} pathData fabricJS parsed path commands
* @return {String} joined path 'M 0 0 L 20 30'
*/
fabric.util.joinPath = function(pathData) {
return pathData.map(function (segment) { return segment.join(' '); }).join(' ');
};
fabric.util.parsePath = parsePath;
fabric.util.makePathSimpler = makePathSimpler;
fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;
fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;
fabric.util.getBoundsOfCurve = getBoundsOfCurve;
fabric.util.getPointOnPath = getPointOnPath;
fabric.util.transformPath = transformPath;
})();
(function() {
var slice = Array.prototype.slice;
/**
* Invokes method on all items in a given array
* @memberOf fabric.util.array
* @param {Array} array Array to iterate over
* @param {String} method Name of a method to invoke
* @return {Array}
*/
function invoke(array, method) {
var args = slice.call(arguments, 2), result = [];
for (var i = 0, len = array.length; i < len; i++) {
result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);
}
return result;
}
/**
* Finds maximum value in array (not necessarily "first" one)
* @memberOf fabric.util.array
* @param {Array} array Array to iterate over
* @param {String} byProperty
* @return {*}
*/
function max(array, byProperty) {
return find(array, byProperty, function(value1, value2) {
return value1 >= value2;
});
}
/**
* Finds minimum value in array (not necessarily "first" one)
* @memberOf fabric.util.array
* @param {Array} array Array to iterate over
* @param {String} byProperty
* @return {*}
*/
function min(array, byProperty) {
return find(array, byProperty, function(value1, value2) {
return value1 < value2;
});
}
/**
* @private
*/
function fill(array, value) {
var k = array.length;
while (k--) {
array[k] = value;
}
return array;
}
/**
* @private
*/
function find(array, byProperty, condition) {
if (!array || array.length === 0) {
return;
}
var i = array.length - 1,
result = byProperty ? array[i][byProperty] : array[i];
if (byProperty) {
while (i--) {
if (condition(array[i][byProperty], result)) {
result = array[i][byProperty];
}
}
}
else {
while (i--) {
if (condition(array[i], result)) {
result = array[i];
}
}
}
return result;
}
/**
* @namespace fabric.util.array
*/
fabric.util.array = {
fill: fill,
invoke: invoke,
min: min,
max: max
};
})();
(function() {
/**
* Copies all enumerable properties of one js object to another
* this does not and cannot compete with generic utils.
* Does not clone or extend fabric.Object subclasses.
* This is mostly for internal use and has extra handling for fabricJS objects
* it skips the canvas and group properties in deep cloning.
* @memberOf fabric.util.object
* @param {Object} destination Where to copy to
* @param {Object} source Where to copy from
* @param {Boolean} [deep] Whether to extend nested objects
* @return {Object}
*/
function extend(destination, source, deep) {
// JScript DontEnum bug is not taken care of
// the deep clone is for internal use, is not meant to avoid
// javascript traps or cloning html element or self referenced objects.
if (deep) {
if (!fabric.isLikelyNode && source instanceof Element) {
// avoid cloning deep images, canvases,
destination = source;
}
else if (source instanceof Array) {
destination = [];
for (var i = 0, len = source.length; i < len; i++) {
destination[i] = extend({ }, source[i], deep);
}
}
else if (source && typeof source === 'object') {
for (var property in source) {
if (property === 'canvas' || property === 'group') {
// we do not want to clone this props at all.
// we want to keep the keys in the copy
destination[property] = null;
}
else if (source.hasOwnProperty(property)) {
destination[property] = extend({ }, source[property], deep);
}
}
}
else {
// this sounds odd for an extend but is ok for recursive use
destination = source;
}
}
else {
for (var property in source) {
destination[property] = source[property];
}
}
return destination;
}
/**
* Creates an empty object and copies all enumerable properties of another object to it
* This method is mostly for internal use, and not intended for duplicating shapes in canvas.
* @memberOf fabric.util.object
* @param {Object} object Object to clone
* @param {Boolean} [deep] Whether to clone nested objects
* @return {Object}
*/
//TODO: this function return an empty object if you try to clone null
function clone(object, deep) {
return extend({ }, object, deep);
}
/** @namespace fabric.util.object */
fabric.util.object = {
extend: extend,
clone: clone
};
fabric.util.object.extend(fabric.util, fabric.Observable);
})();
(function() {
/**
* Camelizes a string
* @memberOf fabric.util.string
* @param {String} string String to camelize
* @return {String} Camelized version of a string
*/
function camelize(string) {
return string.replace(/-+(.)?/g, function(match, character) {
return character ? character.toUpperCase() : '';
});
}
/**
* Capitalizes a string
* @memberOf fabric.util.string
* @param {String} string String to capitalize
* @param {Boolean} [firstLetterOnly] If true only first letter is capitalized
* and other letters stay untouched, if false first letter is capitalized
* and other letters are converted to lowercase.
* @return {String} Capitalized version of a string
*/
function capitalize(string, firstLetterOnly) {
return string.charAt(0).toUpperCase() +
(firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());
}
/**
* Escapes XML in a string
* @memberOf fabric.util.string
* @param {String} string String to escape
* @return {String} Escaped version of a string
*/
function escapeXml(string) {
return string.replace(/&/g, '&amp;')
.replace(/"/g, '&quot;')
.replace(/'/g, '&apos;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;');
}
/**
* Divide a string in the user perceived single units
* @memberOf fabric.util.string
* @param {String} textstring String to escape
* @return {Array} array containing the graphemes
*/
function graphemeSplit(textstring) {
var i = 0, chr, graphemes = [];
for (i = 0, chr; i < textstring.length; i++) {
if ((chr = getWholeChar(textstring, i)) === false) {
continue;
}
graphemes.push(chr);
}
return graphemes;
}
// taken from mdn in the charAt doc page.
function getWholeChar(str, i) {
var code = str.charCodeAt(i);
if (isNaN(code)) {
return ''; // Position not found
}
if (code < 0xD800 || code > 0xDFFF) {
return str.charAt(i);
}
// High surrogate (could change last hex to 0xDB7F to treat high private
// surrogates as single characters)
if (0xD800 <= code && code <= 0xDBFF) {
if (str.length <= (i + 1)) {
throw 'High surrogate without following low surrogate';
}
var next = str.charCodeAt(i + 1);
if (0xDC00 > next || next > 0xDFFF) {
throw 'High surrogate without following low surrogate';
}
return str.charAt(i) + str.charAt(i + 1);
}
// Low surrogate (0xDC00 <= code && code <= 0xDFFF)
if (i === 0) {
throw 'Low surrogate without preceding high surrogate';
}
var prev = str.charCodeAt(i - 1);
// (could change last hex to 0xDB7F to treat high private
// surrogates as single characters)
if (0xD800 > prev || prev > 0xDBFF) {
throw 'Low surrogate without preceding high surrogate';
}
// We can pass over low surrogates now as the second component
// in a pair which we have already processed
return false;
}
/**
* String utilities
* @namespace fabric.util.string
*/
fabric.util.string = {
camelize: camelize,
capitalize: capitalize,
escapeXml: escapeXml,
graphemeSplit: graphemeSplit
};
})();
(function() {
var slice = Array.prototype.slice, emptyFunction = function() { },
IS_DONTENUM_BUGGY = (function() {
for (var p in { toString: 1 }) {
if (p === 'toString') {
return false;
}
}
return true;
})(),
/** @ignore */
addMethods = function(klass, source, parent) {
for (var property in source) {
if (property in klass.prototype &&
typeof klass.prototype[property] === 'function' &&
(source[property] + '').indexOf('callSuper') > -1) {
klass.prototype[property] = (function(property) {
return function() {
var superclass = this.constructor.superclass;
this.constructor.superclass = parent;
var returnValue = source[property].apply(this, arguments);
this.constructor.superclass = superclass;
if (property !== 'initialize') {
return returnValue;
}
};
})(property);
}
else {
klass.prototype[property] = source[property];
}
if (IS_DONTENUM_BUGGY) {
if (source.toString !== Object.prototype.toString) {
klass.prototype.toString = source.toString;
}
if (source.valueOf !== Object.prototype.valueOf) {
klass.prototype.valueOf = source.valueOf;
}
}
}
};
function Subclass() { }
function callSuper(methodName) {
var parentMethod = null,
_this = this;
// climb prototype chain to find method not equal to callee's method
while (_this.constructor.superclass) {
var superClassMethod = _this.constructor.superclass.prototype[methodName];
if (_this[methodName] !== superClassMethod) {
parentMethod = superClassMethod;
break;
}
// eslint-disable-next-line
_this = _this.constructor.superclass.prototype;
}
if (!parentMethod) {
return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);
}
return (arguments.length > 1)
? parentMethod.apply(this, slice.call(arguments, 1))
: parentMethod.call(this);
}
/**
* Helper for creation of "classes".
* @memberOf fabric.util
* @param {Function} [parent] optional "Class" to inherit from
* @param {Object} [properties] Properties shared by all instances of this class
* (be careful modifying objects defined here as this would affect all instances)
*/
function createClass() {
var parent = null,
properties = slice.call(arguments, 0);
if (typeof properties[0] === 'function') {
parent = properties.shift();
}
function klass() {
this.initialize.apply(this, arguments);
}
klass.superclass = parent;
klass.subclasses = [];
if (parent) {
Subclass.prototype = parent.prototype;
klass.prototype = new Subclass();
parent.subclasses.push(klass);
}
for (var i = 0, length = properties.length; i < length; i++) {
addMethods(klass, properties[i], parent);
}
if (!klass.prototype.initialize) {
klass.prototype.initialize = emptyFunction;
}
klass.prototype.constructor = klass;
klass.prototype.callSuper = callSuper;
return klass;
}
fabric.util.createClass = createClass;
})();
(function () {
// since ie11 can use addEventListener but they do not support options, i need to check
var couldUseAttachEvent = !!fabric.document.createElement('div').attachEvent,
touchEvents = ['touchstart', 'touchmove', 'touchend'];
/**
* Adds an event listener to an element
* @function
* @memberOf fabric.util
* @param {HTMLElement} element
* @param {String} eventName
* @param {Function} handler
*/
fabric.util.addListener = function(element, eventName, handler, options) {
element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);
};
/**
* Removes an event listener from an element
* @function
* @memberOf fabric.util
* @param {HTMLElement} element
* @param {String} eventName
* @param {Function} handler
*/
fabric.util.removeListener = function(element, eventName, handler, options) {
element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);
};
function getTouchInfo(event) {
var touchProp = event.changedTouches;
if (touchProp && touchProp[0]) {
return touchProp[0];
}
return event;
}
fabric.util.getPointer = function(event) {
var element = event.target,
scroll = fabric.util.getScrollLeftTop(element),
_evt = getTouchInfo(event);
return {
x: _evt.clientX + scroll.left,
y: _evt.clientY + scroll.top
};
};
fabric.util.isTouchEvent = function(event) {
return touchEvents.indexOf(event.type) > -1 || event.pointerType === 'touch';
};
})();
(function () {
/**
* Cross-browser wrapper for setting element's style
* @memberOf fabric.util
* @param {HTMLElement} element
* @param {Object} styles
* @return {HTMLElement} Element that was passed as a first argument
*/
function setStyle(element, styles) {
var elementStyle = element.style;
if (!elementStyle) {
return element;
}
if (typeof styles === 'string') {
element.style.cssText += ';' + styles;
return styles.indexOf('opacity') > -1
? setOpacity(element, styles.match(/opacity:\s*(\d?\.?\d*)/)[1])
: element;
}
for (var property in styles) {
if (property === 'opacity') {
setOpacity(element, styles[property]);
}
else {
var normalizedProperty = (property === 'float' || property === 'cssFloat')
? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')
: property;
elementStyle.setProperty(normalizedProperty, styles[property]);
}
}
return element;
}
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) { return element; };
if (supportsOpacity) {
/** @ignore */
setOpacity = function(element, value) {
element.style.opacity = value;
return element;
};
}
else if (supportsFilters) {
/** @ignore */
setOpacity = function(element, value) {
var es = element.style;
if (element.currentStyle && !element.currentStyle.hasLayout) {
es.zoom = 1;
}
if (reOpacity.test(es.filter)) {
value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');
es.filter = es.filter.replace(reOpacity, value);
}
else {
es.filter += ' alpha(opacity=' + (value * 100) + ')';
}
return element;
};
}
fabric.util.setStyle = setStyle;
})();
(function() {
var _slice = Array.prototype.slice;
/**
* Takes id and returns an element with that id (if one exists in a document)
* @memberOf fabric.util
* @param {String|HTMLElement} id
* @return {HTMLElement|null}
*/
function getById(id) {
return typeof id === 'string' ? fabric.document.getElementById(id) : id;
}
var sliceCanConvertNodelists,
/**
* Converts an array-like object (e.g. arguments or NodeList) to an array
* @memberOf fabric.util
* @param {Object} arrayLike
* @return {Array}
*/
toArray = function(arrayLike) {
return _slice.call(arrayLike, 0);
};
try {
sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;
}
catch (err) { }
if (!sliceCanConvertNodelists) {
toArray = function(arrayLike) {
var arr = new Array(arrayLike.length), i = arrayLike.length;
while (i--) {
arr[i] = arrayLike[i];
}
return arr;
};
}
/**
* Creates specified element with specified attributes
* @memberOf fabric.util
* @param {String} tagName Type of an element to create
* @param {Object} [attributes] Attributes to set on an element
* @return {HTMLElement} Newly created element
*/
function makeElement(tagName, attributes) {
var el = fabric.document.createElement(tagName);
for (var prop in attributes) {
if (prop === 'class') {
el.className = attributes[prop];
}
else if (prop === 'for') {
el.htmlFor = attributes[prop];
}
else {
el.setAttribute(prop, attributes[prop]);
}
}
return el;
}
/**
* Adds class to an element
* @memberOf fabric.util
* @param {HTMLElement} element Element to add class to
* @param {String} className Class to add to an element
*/
function addClass(element, className) {
if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {
element.className += (element.className ? ' ' : '') + className;
}
}
/**
* Wraps element with another element
* @memberOf fabric.util
* @param {HTMLElement} element Element to wrap
* @param {HTMLElement|String} wrapper Element to wrap with
* @param {Object} [attributes] Attributes to set on a wrapper
* @return {HTMLElement} wrapper
*/
function wrapElement(element, wrapper, attributes) {
if (typeof wrapper === 'string') {
wrapper = makeElement(wrapper, attributes);
}
if (element.parentNode) {
element.parentNode.replaceChild(wrapper, element);
}
wrapper.appendChild(element);
return wrapper;
}
/**
* Returns element scroll offsets
* @memberOf fabric.util
* @param {HTMLElement} element Element to operate on
* @return {Object} Object with left/top values
*/
function getScrollLeftTop(element) {
var left = 0,
top = 0,
docElement = fabric.document.documentElement,
body = fabric.document.body || {
scrollLeft: 0, scrollTop: 0
};
// While loop checks (and then sets element to) .parentNode OR .host
// to account for ShadowDOM. We still want to traverse up out of ShadowDOM,
// but the .parentNode of a root ShadowDOM node will always be null, instead
// it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938
while (element && (element.parentNode || element.host)) {
// Set element to element parent, or 'host' in case of ShadowDOM
element = element.parentNode || element.host;
if (element === fabric.document) {
left = body.scrollLeft || docElement.scrollLeft || 0;
top = body.scrollTop || docElement.scrollTop || 0;
}
else {
left += element.scrollLeft || 0;
top += element.scrollTop || 0;
}
if (element.nodeType === 1 && element.style.position === 'fixed') {
break;
}
}
return { left: left, top: top };
}
/**
* Returns offset for a given element
* @function
* @memberOf fabric.util
* @param {HTMLElement} element Element to get offset for
* @return {Object} Object with "left" and "top" properties
*/
function getElementOffset(element) {
var docElem,
doc = element && element.ownerDocument,
box = { left: 0, top: 0 },
offset = { left: 0, top: 0 },
scrollLeftTop,
offsetAttributes = {
borderLeftWidth: 'left',
borderTopWidth: 'top',
paddingLeft: 'left',
paddingTop: 'top'
};
if (!doc) {
return offset;
}
for (var attr in offsetAttributes) {
offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;
}
docElem = doc.documentElement;
if ( typeof element.getBoundingClientRect !== 'undefined' ) {
box = element.getBoundingClientRect();
}
scrollLeftTop = getScrollLeftTop(element);
return {
left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,
top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top
};
}
/**
* Returns style attribute value of a given element
* @memberOf fabric.util
* @param {HTMLElement} element Element to get style attribute for
* @param {String} attr Style attribute to get for element
* @return {String} Style attribute value of the given element.
*/
var getElementStyle;
if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {
getElementStyle = function(element, attr) {
var style = fabric.document.defaultView.getComputedStyle(element, null);
return style ? style[attr] : undefined;
};
}
else {
getElementStyle = function(element, attr) {
var value = element.style[attr];
if (!value && element.currentStyle) {
value = element.currentStyle[attr];
}
return value;
};
}
(function () {
var style = fabric.document.documentElement.style,
selectProp = 'userSelect' in style
? 'userSelect'
: 'MozUserSelect' in style
? 'MozUserSelect'
: 'WebkitUserSelect' in style
? 'WebkitUserSelect'
: 'KhtmlUserSelect' in style
? 'KhtmlUserSelect'
: '';
/**
* Makes element unselectable
* @memberOf fabric.util
* @param {HTMLElement} element Element to make unselectable
* @return {HTMLElement} Element that was passed in
*/
function makeElementUnselectable(element) {
if (typeof element.onselectstart !== 'undefined') {
element.onselectstart = fabric.util.falseFunction;
}
if (selectProp) {
element.style[selectProp] = 'none';
}
else if (typeof element.unselectable === 'string') {
element.unselectable = 'on';
}
return element;
}
/**
* Makes element selectable
* @memberOf fabric.util
* @param {HTMLElement} element Element to make selectable
* @return {HTMLElement} Element that was passed in
*/
function makeElementSelectable(element) {
if (typeof element.onselectstart !== 'undefined') {
element.onselectstart = null;
}
if (selectProp) {
element.style[selectProp] = '';
}
else if (typeof element.unselectable === 'string') {
element.unselectable = '';
}
return element;
}
fabric.util.makeElementUnselectable = makeElementUnselectable;
fabric.util.makeElementSelectable = makeElementSelectable;
})();
function getNodeCanvas(element) {
var impl = fabric.jsdomImplForWrapper(element);
return impl._canvas || impl._image;
};
function cleanUpJsdomNode(element) {
if (!fabric.isLikelyNode) {
return;
}
var impl = fabric.jsdomImplForWrapper(element);
if (impl) {
impl._image = null;
impl._canvas = null;
// unsure if necessary
impl._currentSrc = null;
impl._attributes = null;
impl._classList = null;
}
}
function setImageSmoothing(ctx, value) {
ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled
|| ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;
ctx.imageSmoothingEnabled = value;
}
/**
* setImageSmoothing sets the context imageSmoothingEnabled property.
* Used by canvas and by ImageObject.
* @memberOf fabric.util
* @since 4.0.0
* @param {HTMLRenderingContext2D} ctx to set on
* @param {Boolean} value true or false
*/
fabric.util.setImageSmoothing = setImageSmoothing;
fabric.util.getById = getById;
fabric.util.toArray = toArray;
fabric.util.addClass = addClass;
fabric.util.makeElement = makeElement;
fabric.util.wrapElement = wrapElement;
fabric.util.getScrollLeftTop = getScrollLeftTop;
fabric.util.getElementOffset = getElementOffset;
fabric.util.getNodeCanvas = getNodeCanvas;
fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;
})();
(function() {
function addParamToUrl(url, param) {
return url + (/\?/.test(url) ? '&' : '?') + param;
}
function emptyFn() { }
/**
* Cross-browser abstraction for sending XMLHttpRequest
* @memberOf fabric.util
* @param {String} url URL to send XMLHttpRequest to
* @param {Object} [options] Options object
* @param {String} [options.method="GET"]
* @param {String} [options.parameters] parameters to append to url in GET or in body
* @param {String} [options.body] body to send with POST or PUT request
* @param {Function} options.onComplete Callback to invoke when request is completed
* @return {XMLHttpRequest} request
*/
function request(url, options) {
options || (options = { });
var method = options.method ? options.method.toUpperCase() : 'GET',
onComplete = options.onComplete || function() { },
xhr = new fabric.window.XMLHttpRequest(),
body = options.body || options.parameters;
/** @ignore */
xhr.onreadystatechange = function() {
if (xhr.readyState === 4) {
onComplete(xhr);
xhr.onreadystatechange = emptyFn;
}
};
if (method === 'GET') {
body = null;
if (typeof options.parameters === 'string') {
url = addParamToUrl(url, options.parameters);
}
}
xhr.open(method, url, true);
if (method === 'POST' || method === 'PUT') {
xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');
}
xhr.send(body);
return xhr;
}
fabric.util.request = request;
})();
/**
* Wrapper around `console.log` (when available)
* @param {*} [values] Values to log
*/
fabric.log = console.log;
/**
* Wrapper around `console.warn` (when available)
* @param {*} [values] Values to log as a warning
*/
fabric.warn = console.warn;
(function () {
var extend = fabric.util.object.extend,
clone = fabric.util.object.clone;
/**
* @typedef {Object} AnimationOptions
* Animation of a value or list of values.
* When using lists, think of something like this:
* fabric.util.animate({
* startValue: [1, 2, 3],
* endValue: [2, 4, 6],
* onChange: function([a, b, c]) {
* canvas.zoomToPoint({x: b, y: c}, a)
* canvas.renderAll()
* }
* });
* @example
* @property {Function} [onChange] Callback; invoked on every value change
* @property {Function} [onComplete] Callback; invoked when value change is completed
* @example
* // Note: startValue, endValue, and byValue must match the type
* var animationOptions = { startValue: 0, endValue: 1, byValue: 0.25 }
* var animationOptions = { startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] }
* @property {number | number[]} [startValue=0] Starting value
* @property {number | number[]} [endValue=100] Ending value
* @property {number | number[]} [byValue=100] Value to modify the property by
* @property {Function} [easing] Easing function
* @property {Number} [duration=500] Duration of change (in ms)
* @property {Function} [abort] Additional function with logic. If returns true, animation aborts.
*
* @typedef {() => void} CancelFunction
*
* @typedef {Object} AnimationCurrentState
* @property {number | number[]} currentValue value in range [`startValue`, `endValue`]
* @property {number} completionRate value in range [0, 1]
* @property {number} durationRate value in range [0, 1]
*
* @typedef {(AnimationOptions & AnimationCurrentState & { cancel: CancelFunction }} AnimationContext
*/
/**
* Array holding all running animations
* @memberof fabric
* @type {AnimationContext[]}
*/
var RUNNING_ANIMATIONS = [];
fabric.util.object.extend(RUNNING_ANIMATIONS, {
/**
* cancel all running animations at the next requestAnimFrame
* @returns {AnimationContext[]}
*/
cancelAll: function () {
var animations = this.splice(0);
animations.forEach(function (animation) {
animation.cancel();
});
return animations;
},
/**
* cancel all running animations attached to canvas at the next requestAnimFrame
* @param {fabric.Canvas} canvas
* @returns {AnimationContext[]}
*/
cancelByCanvas: function (canvas) {
if (!canvas) {
return [];
}
var cancelled = this.filter(function (animation) {
return typeof animation.target === 'object' && animation.target.canvas === canvas;
});
cancelled.forEach(function (animation) {
animation.cancel();
});
return cancelled;
},
/**
* cancel all running animations for target at the next requestAnimFrame
* @param {*} target
* @returns {AnimationContext[]}
*/
cancelByTarget: function (target) {
var cancelled = this.findAnimationsByTarget(target);
cancelled.forEach(function (animation) {
animation.cancel();
});
return cancelled;
},
/**
*
* @param {CancelFunction} cancelFunc the function returned by animate
* @returns {number}
*/
findAnimationIndex: function (cancelFunc) {
return this.indexOf(this.findAnimation(cancelFunc));
},
/**
*
* @param {CancelFunction} cancelFunc the function returned by animate
* @returns {AnimationContext | undefined} animation's options object
*/
findAnimation: function (cancelFunc) {
return this.find(function (animation) {
return animation.cancel === cancelFunc;
});
},
/**
*
* @param {*} target the object that is assigned to the target property of the animation context
* @returns {AnimationContext[]} array of animation options object associated with target
*/
findAnimationsByTarget: function (target) {
if (!target) {
return [];
}
return this.filter(function (animation) {
return animation.target === target;
});
}
});
function noop() {
return false;
}
function defaultEasing(t, b, c, d) {
return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
}
/**
* Changes value from one to another within certain period of time, invoking callbacks as value is being changed.
* @memberOf fabric.util
* @param {AnimationOptions} [options] Animation options
* @example
* // Note: startValue, endValue, and byValue must match the type
* fabric.util.animate({ startValue: 0, endValue: 1, byValue: 0.25 })
* fabric.util.animate({ startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] })
* @returns {CancelFunction} cancel function
*/
function animate(options) {
options || (options = {});
var cancel = false,
context,
removeFromRegistry = function () {
var index = fabric.runningAnimations.indexOf(context);
return index > -1 && fabric.runningAnimations.splice(index, 1)[0];
};
context = extend(clone(options), {
cancel: function () {
cancel = true;
return removeFromRegistry();
},
currentValue: 'startValue' in options ? options.startValue : 0,
completionRate: 0,
durationRate: 0
});
fabric.runningAnimations.push(context);
requestAnimFrame(function(timestamp) {
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) {
return endValue[i] - startValue[i];
}) : endValue - startValue);
options.onStart && options.onStart();
(function tick(ticktime) {
time = ticktime || +new Date();
var currentTime = time > finish ? duration : (time - start),
timePerc = currentTime / duration,
current = isMany ? startValue.map(function(_value, i) {
return easing(currentTime, startValue[i], byValue[i], duration);
}) : easing(currentTime, startValue, byValue, duration),
valuePerc = isMany ? Math.abs((current[0] - startValue[0]) / byValue[0])
: Math.abs((current - startValue) / byValue);
// update context
context.currentValue = isMany ? current.slice() : current;
context.completionRate = valuePerc;
context.durationRate = timePerc;
if (cancel) {
return;
}
if (abort(current, valuePerc, timePerc)) {
removeFromRegistry();
return;
}
if (time > finish) {
// update context
context.currentValue = isMany ? endValue.slice() : endValue;
context.completionRate = 1;
context.durationRate = 1;
// execute callbacks
onChange(isMany ? endValue.slice() : endValue, 1, 1);
onComplete(endValue, 1, 1);
removeFromRegistry();
return;
}
else {
onChange(current, valuePerc, timePerc);
requestAnimFrame(tick);
}
})(start);
});
return context.cancel;
}
var _requestAnimFrame = fabric.window.requestAnimationFrame ||
fabric.window.webkitRequestAnimationFrame ||
fabric.window.mozRequestAnimationFrame ||
fabric.window.oRequestAnimationFrame ||
fabric.window.msRequestAnimationFrame ||
function(callback) {
return fabric.window.setTimeout(callback, 1000 / 60);
};
var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;
/**
* requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/
* In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method
* @memberOf fabric.util
* @param {Function} callback Callback to invoke
* @param {DOMElement} element optional Element to associate with animation
*/
function requestAnimFrame() {
return _requestAnimFrame.apply(fabric.window, arguments);
}
function cancelAnimFrame() {
return _cancelAnimFrame.apply(fabric.window, arguments);
}
fabric.util.animate = animate;
fabric.util.requestAnimFrame = requestAnimFrame;
fabric.util.cancelAnimFrame = cancelAnimFrame;
fabric.runningAnimations = RUNNING_ANIMATIONS;
})();
(function() {
// Calculate an in-between color. Returns a "rgba()" string.
// Credit: Edwin Martin <edwin@bitstorm.org>
// http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js
function calculateColor(begin, end, pos) {
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);
color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);
color += ')';
return color;
}
/**
* Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.
* @memberOf fabric.util
* @param {String} fromColor The starting color in hex or rgb(a) format.
* @param {String} toColor The starting color in hex or rgb(a) format.
* @param {Number} [duration] Duration of change (in ms).
* @param {Object} [options] Animation options
* @param {Function} [options.onChange] Callback; invoked on every value change
* @param {Function} [options.onComplete] Callback; invoked when value change is completed
* @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.
* @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.
* @returns {Function} abort function
*/
function animateColor(fromColor, toColor, duration, options) {
var startColor = new fabric.Color(fromColor).getSource(),
endColor = new fabric.Color(toColor).getSource(),
originalOnComplete = options.onComplete,
originalOnChange = options.onChange;
options = options || {};
return fabric.util.animate(fabric.util.object.extend(options, {
duration: duration || 500,
startValue: startColor,
endValue: endColor,
byValue: endColor,
easing: function (currentTime, startValue, byValue, duration) {
var posValue = options.colorEasing
? options.colorEasing(currentTime, duration)
: 1 - Math.cos(currentTime / duration * (Math.PI / 2));
return calculateColor(startValue, byValue, posValue);
},
// has to take in account for color restoring;
onComplete: function(current, valuePerc, timePerc) {
if (originalOnComplete) {
return originalOnComplete(
calculateColor(endColor, endColor, 0),
valuePerc,
timePerc
);
}
},
onChange: function(current, valuePerc, timePerc) {
if (originalOnChange) {
if (Array.isArray(current)) {
return originalOnChange(
calculateColor(current, current, 0),
valuePerc,
timePerc
);
}
originalOnChange(current, valuePerc, timePerc);
}
}
}));
}
fabric.util.animateColor = animateColor;
})();
(function(global) {
'use strict';
/* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */
var fabric = global.fabric || (global.fabric = { });
if (fabric.Point) {
fabric.warn('fabric.Point is already defined');
return;
}
fabric.Point = Point;
/**
* Point class
* @class fabric.Point
* @memberOf fabric
* @constructor
* @param {Number} x
* @param {Number} y
* @return {fabric.Point} thisArg
*/
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype = /** @lends fabric.Point.prototype */ {
type: 'point',
constructor: Point,
/**
* Adds another point to this one and returns another one
* @param {fabric.Point} that
* @return {fabric.Point} new Point instance with added values
*/
add: function (that) {
return new Point(this.x + that.x, this.y + that.y);
},
/**
* Adds another point to this one
* @param {fabric.Point} that
* @return {fabric.Point} thisArg
* @chainable
*/
addEquals: function (that) {
this.x += that.x;
this.y += that.y;
return this;
},
/**
* Adds value to this point and returns a new one
* @param {Number} scalar
* @return {fabric.Point} new Point with added value
*/
scalarAdd: function (scalar) {
return new Point(this.x + scalar, this.y + scalar);
},
/**
* Adds value to this point
* @param {Number} scalar
* @return {fabric.Point} thisArg
* @chainable
*/
scalarAddEquals: function (scalar) {
this.x += scalar;
this.y += scalar;
return this;
},
/**
* Subtracts another point from this point and returns a new one
* @param {fabric.Point} that
* @return {fabric.Point} new Point object with subtracted values
*/
subtract: function (that) {
return new Point(this.x - that.x, this.y - that.y);
},
/**
* Subtracts another point from this point
* @param {fabric.Point} that
* @return {fabric.Point} thisArg
* @chainable
*/
subtractEquals: function (that) {
this.x -= that.x;
this.y -= that.y;
return this;
},
/**
* Subtracts value from this point and returns a new one
* @param {Number} scalar
* @return {fabric.Point}
*/
scalarSubtract: function (scalar) {
return new Point(this.x - scalar, this.y - scalar);
},
/**
* Subtracts value from this point
* @param {Number} scalar
* @return {fabric.Point} thisArg
* @chainable
*/
scalarSubtractEquals: function (scalar) {
this.x -= scalar;
this.y -= scalar;
return this;
},
/**
* Multiplies this point by a value and returns a new one
* TODO: rename in scalarMultiply in 2.0
* @param {Number} scalar
* @return {fabric.Point}
*/
multiply: function (scalar) {
return new Point(this.x * scalar, this.y * scalar);
},
/**
* Multiplies this point by a value
* TODO: rename in scalarMultiplyEquals in 2.0
* @param {Number} scalar
* @return {fabric.Point} thisArg
* @chainable
*/
multiplyEquals: function (scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
},
/**
* Divides this point by a value and returns a new one
* TODO: rename in scalarDivide in 2.0
* @param {Number} scalar
* @return {fabric.Point}
*/
divide: function (scalar) {
return new Point(this.x / scalar, this.y / scalar);
},
/**
* Divides this point by a value
* TODO: rename in scalarDivideEquals in 2.0
* @param {Number} scalar
* @return {fabric.Point} thisArg
* @chainable
*/
divideEquals: function (scalar) {
this.x /= scalar;
this.y /= scalar;
return this;
},
/**
* Returns true if this point is equal to another one
* @param {fabric.Point} that
* @return {Boolean}
*/
eq: function (that) {
return (this.x === that.x && this.y === that.y);
},
/**
* Returns true if this point is less than another one
* @param {fabric.Point} that
* @return {Boolean}
*/
lt: function (that) {
return (this.x < that.x && this.y < that.y);
},
/**
* Returns true if this point is less than or equal to another one
* @param {fabric.Point} that
* @return {Boolean}
*/
lte: function (that) {
return (this.x <= that.x && this.y <= that.y);
},
/**
* Returns true if this point is greater another one
* @param {fabric.Point} that
* @return {Boolean}
*/
gt: function (that) {
return (this.x > that.x && this.y > that.y);
},
/**
* Returns true if this point is greater than or equal to another one
* @param {fabric.Point} that
* @return {Boolean}
*/
gte: function (that) {
return (this.x >= that.x && this.y >= that.y);
},
/**
* Returns new point which is the result of linear interpolation with this one and another one
* @param {fabric.Point} that
* @param {Number} t , position of interpolation, between 0 and 1 default 0.5
* @return {fabric.Point}
*/
lerp: function (that, t) {
if (typeof t === 'undefined') {
t = 0.5;
}
t = Math.max(Math.min(1, t), 0);
return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);
},
/**
* Returns distance from this point and another one
* @param {fabric.Point} that
* @return {Number}
*/
distanceFrom: function (that) {
var dx = this.x - that.x,
dy = this.y - that.y;
return Math.sqrt(dx * dx + dy * dy);
},
/**
* Returns the point between this point and another one
* @param {fabric.Point} that
* @return {fabric.Point}
*/
midPointFrom: function (that) {
return this.lerp(that);
},
/**
* Returns a new point which is the min of this and another one
* @param {fabric.Point} that
* @return {fabric.Point}
*/
min: function (that) {
return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));
},
/**
* Returns a new point which is the max of this and another one
* @param {fabric.Point} that
* @return {fabric.Point}
*/
max: function (that) {
return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));
},
/**
* Returns string representation of this point
* @return {String}
*/
toString: function () {
return this.x + ',' + this.y;
},
/**
* Sets x/y of this point
* @param {Number} x
* @param {Number} y
* @chainable
*/
setXY: function (x, y) {
this.x = x;
this.y = y;
return this;
},
/**
* Sets x of this point
* @param {Number} x
* @chainable
*/
setX: function (x) {
this.x = x;
return this;
},
/**
* Sets y of this point
* @param {Number} y
* @chainable
*/
setY: function (y) {
this.y = y;
return this;
},
/**
* Sets x/y of this point from another point
* @param {fabric.Point} that
* @chainable
*/
setFromPoint: function (that) {
this.x = that.x;
this.y = that.y;
return this;
},
/**
* Swaps x/y of this point and another point
* @param {fabric.Point} that
*/
swap: function (that) {
var x = this.x,
y = this.y;
this.x = that.x;
this.y = that.y;
that.x = x;
that.y = y;
},
/**
* return a cloned instance of the point
* @return {fabric.Point}
*/
clone: function () {
return new Point(this.x, this.y);
}
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
/* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */
var fabric = global.fabric || (global.fabric = { });
if (fabric.Intersection) {
fabric.warn('fabric.Intersection is already defined');
return;
}
/**
* Intersection class
* @class fabric.Intersection
* @memberOf fabric
* @constructor
*/
function Intersection(status) {
this.status = status;
this.points = [];
}
fabric.Intersection = Intersection;
fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {
constructor: Intersection,
/**
* Appends a point to intersection
* @param {fabric.Point} point
* @return {fabric.Intersection} thisArg
* @chainable
*/
appendPoint: function (point) {
this.points.push(point);
return this;
},
/**
* Appends points to intersection
* @param {Array} points
* @return {fabric.Intersection} thisArg
* @chainable
*/
appendPoints: function (points) {
this.points = this.points.concat(points);
return this;
}
};
/**
* Checks if one line intersects another
* TODO: rename in intersectSegmentSegment
* @static
* @param {fabric.Point} a1
* @param {fabric.Point} a2
* @param {fabric.Point} b1
* @param {fabric.Point} b2
* @return {fabric.Intersection}
*/
fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {
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);
if (uB !== 0) {
var ua = uaT / uB,
ub = ubT / uB;
if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {
result = new Intersection('Intersection');
result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));
}
else {
result = new Intersection();
}
}
else {
if (uaT === 0 || ubT === 0) {
result = new Intersection('Coincident');
}
else {
result = new Intersection('Parallel');
}
}
return result;
};
/**
* Checks if line intersects polygon
* TODO: rename in intersectSegmentPolygon
* fix detection of coincident
* @static
* @param {fabric.Point} a1
* @param {fabric.Point} a2
* @param {Array} points
* @return {fabric.Intersection}
*/
fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {
var result = new Intersection(),
length = points.length,
b1, b2, inter, i;
for (i = 0; i < length; i++) {
b1 = points[i];
b2 = points[(i + 1) % length];
inter = Intersection.intersectLineLine(a1, a2, b1, b2);
result.appendPoints(inter.points);
}
if (result.points.length > 0) {
result.status = 'Intersection';
}
return result;
};
/**
* Checks if polygon intersects another polygon
* @static
* @param {Array} points1
* @param {Array} points2
* @return {fabric.Intersection}
*/
fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {
var result = new Intersection(),
length = points1.length, i;
for (i = 0; i < length; i++) {
var a1 = points1[i],
a2 = points1[(i + 1) % length],
inter = Intersection.intersectLinePolygon(a1, a2, points2);
result.appendPoints(inter.points);
}
if (result.points.length > 0) {
result.status = 'Intersection';
}
return result;
};
/**
* Checks if polygon intersects rectangle
* @static
* @param {Array} points
* @param {fabric.Point} r1
* @param {fabric.Point} r2
* @return {fabric.Intersection}
*/
fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {
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();
result.appendPoints(inter1.points);
result.appendPoints(inter2.points);
result.appendPoints(inter3.points);
result.appendPoints(inter4.points);
if (result.points.length > 0) {
result.status = 'Intersection';
}
return result;
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { });
if (fabric.Color) {
fabric.warn('fabric.Color is already defined.');
return;
}
/**
* Color class
* The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;
* {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.
*
* @class fabric.Color
* @param {String} color optional in hex or rgb(a) or hsl format or from known color list
* @return {fabric.Color} thisArg
* @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}
*/
function Color(color) {
if (!color) {
this.setSource([0, 0, 0, 1]);
}
else {
this._tryParsingColor(color);
}
}
fabric.Color = Color;
fabric.Color.prototype = /** @lends fabric.Color.prototype */ {
/**
* @private
* @param {String|Array} color Color value to parse
*/
_tryParsingColor: function(color) {
var source;
if (color in Color.colorNameMap) {
color = Color.colorNameMap[color];
}
if (color === 'transparent') {
source = [255, 255, 255, 0];
}
if (!source) {
source = Color.sourceFromHex(color);
}
if (!source) {
source = Color.sourceFromRgb(color);
}
if (!source) {
source = Color.sourceFromHsl(color);
}
if (!source) {
//if color is not recognize let's make black as canvas does
source = [0, 0, 0, 1];
}
if (source) {
this.setSource(source);
}
},
/**
* Adapted from <a href="https://rawgithub.com/mjijackson/mjijackson.github.com/master/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript.html">https://github.com/mjijackson</a>
* @private
* @param {Number} r Red color value
* @param {Number} g Green color value
* @param {Number} b Blue color value
* @return {Array} Hsl color
*/
_rgbToHsl: function(r, g, b) {
r /= 255; g /= 255; b /= 255;
var h, s, l,
max = fabric.util.array.max([r, g, b]),
min = fabric.util.array.min([r, g, b]);
l = (max + min) / 2;
if (max === min) {
h = s = 0; // achromatic
}
else {
var d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r:
h = (g - b) / d + (g < b ? 6 : 0);
break;
case g:
h = (b - r) / d + 2;
break;
case b:
h = (r - g) / d + 4;
break;
}
h /= 6;
}
return [
Math.round(h * 360),
Math.round(s * 100),
Math.round(l * 100)
];
},
/**
* Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])
* @return {Array}
*/
getSource: function() {
return this._source;
},
/**
* Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])
* @param {Array} source
*/
setSource: function(source) {
this._source = source;
},
/**
* Returns color representation in RGB format
* @return {String} ex: rgb(0-255,0-255,0-255)
*/
toRgb: function() {
var source = this.getSource();
return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';
},
/**
* Returns color representation in RGBA format
* @return {String} ex: rgba(0-255,0-255,0-255,0-1)
*/
toRgba: function() {
var source = this.getSource();
return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';
},
/**
* Returns color representation in HSL format
* @return {String} ex: hsl(0-360,0%-100%,0%-100%)
*/
toHsl: function() {
var source = this.getSource(),
hsl = this._rgbToHsl(source[0], source[1], source[2]);
return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';
},
/**
* Returns color representation in HSLA format
* @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)
*/
toHsla: function() {
var source = this.getSource(),
hsl = this._rgbToHsl(source[0], source[1], source[2]);
return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';
},
/**
* Returns color representation in HEX format
* @return {String} ex: FF5555
*/
toHex: function() {
var source = this.getSource(), r, g, b;
r = source[0].toString(16);
r = (r.length === 1) ? ('0' + r) : r;
g = source[1].toString(16);
g = (g.length === 1) ? ('0' + g) : g;
b = source[2].toString(16);
b = (b.length === 1) ? ('0' + b) : b;
return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();
},
/**
* Returns color representation in HEXA format
* @return {String} ex: FF5555CC
*/
toHexa: function() {
var source = this.getSource(), a;
a = Math.round(source[3] * 255);
a = a.toString(16);
a = (a.length === 1) ? ('0' + a) : a;
return this.toHex() + a.toUpperCase();
},
/**
* Gets value of alpha channel for this color
* @return {Number} 0-1
*/
getAlpha: function() {
return this.getSource()[3];
},
/**
* Sets value of alpha channel for this color
* @param {Number} alpha Alpha value 0-1
* @return {fabric.Color} thisArg
*/
setAlpha: function(alpha) {
var source = this.getSource();
source[3] = alpha;
this.setSource(source);
return this;
},
/**
* Transforms color to its grayscale representation
* @return {fabric.Color} thisArg
*/
toGrayscale: function() {
var source = this.getSource(),
average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),
currentAlpha = source[3];
this.setSource([average, average, average, currentAlpha]);
return this;
},
/**
* Transforms color to its black and white representation
* @param {Number} threshold
* @return {fabric.Color} thisArg
*/
toBlackWhite: function(threshold) {
var source = this.getSource(),
average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),
currentAlpha = source[3];
threshold = threshold || 127;
average = (Number(average) < Number(threshold)) ? 0 : 255;
this.setSource([average, average, average, currentAlpha]);
return this;
},
/**
* Overlays color with another color
* @param {String|fabric.Color} otherColor
* @return {fabric.Color} thisArg
*/
overlayWith: function(otherColor) {
if (!(otherColor instanceof Color)) {
otherColor = new Color(otherColor);
}
var result = [],
alpha = this.getAlpha(),
otherAlpha = 0.5,
source = this.getSource(),
otherSource = otherColor.getSource(), i;
for (i = 0; i < 3; i++) {
result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));
}
result[3] = alpha;
this.setSource(result);
return this;
}
};
/**
* 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))
* @static
* @field
* @memberOf fabric.Color
*/
// eslint-disable-next-line max-len
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;
/**
* 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 ))
* @static
* @field
* @memberOf fabric.Color
*/
fabric.Color.reHSLa = /^hsla?\(\s*(\d{1,3})\s*,\s*(\d{1,3}\%)\s*,\s*(\d{1,3}\%)\s*(?:\s*,\s*(\d+(?:\.\d+)?)\s*)?\)$/i;
/**
* Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)
* @static
* @field
* @memberOf fabric.Color
*/
fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;
/**
* Map of the 148 color names with HEX code
* @static
* @field
* @memberOf fabric.Color
* @see: https://www.w3.org/TR/css3-color/#svg-color
*/
fabric.Color.colorNameMap = {
aliceblue: '#F0F8FF',
antiquewhite: '#FAEBD7',
aqua: '#00FFFF',
aquamarine: '#7FFFD4',
azure: '#F0FFFF',
beige: '#F5F5DC',
bisque: '#FFE4C4',
black: '#000000',
blanchedalmond: '#FFEBCD',
blue: '#0000FF',
blueviolet: '#8A2BE2',
brown: '#A52A2A',
burlywood: '#DEB887',
cadetblue: '#5F9EA0',
chartreuse: '#7FFF00',
chocolate: '#D2691E',
coral: '#FF7F50',
cornflowerblue: '#6495ED',
cornsilk: '#FFF8DC',
crimson: '#DC143C',
cyan: '#00FFFF',
darkblue: '#00008B',
darkcyan: '#008B8B',
darkgoldenrod: '#B8860B',
darkgray: '#A9A9A9',
darkgrey: '#A9A9A9',
darkgreen: '#006400',
darkkhaki: '#BDB76B',
darkmagenta: '#8B008B',
darkolivegreen: '#556B2F',
darkorange: '#FF8C00',
darkorchid: '#9932CC',
darkred: '#8B0000',
darksalmon: '#E9967A',
darkseagreen: '#8FBC8F',
darkslateblue: '#483D8B',
darkslategray: '#2F4F4F',
darkslategrey: '#2F4F4F',
darkturquoise: '#00CED1',
darkviolet: '#9400D3',
deeppink: '#FF1493',
deepskyblue: '#00BFFF',
dimgray: '#696969',
dimgrey: '#696969',
dodgerblue: '#1E90FF',
firebrick: '#B22222',
floralwhite: '#FFFAF0',
forestgreen: '#228B22',
fuchsia: '#FF00FF',
gainsboro: '#DCDCDC',
ghostwhite: '#F8F8FF',
gold: '#FFD700',
goldenrod: '#DAA520',
gray: '#808080',
grey: '#808080',
green: '#008000',
greenyellow: '#ADFF2F',
honeydew: '#F0FFF0',
hotpink: '#FF69B4',
indianred: '#CD5C5C',
indigo: '#4B0082',
ivory: '#FFFFF0',
khaki: '#F0E68C',
lavender: '#E6E6FA',
lavenderblush: '#FFF0F5',
lawngreen: '#7CFC00',
lemonchiffon: '#FFFACD',
lightblue: '#ADD8E6',
lightcoral: '#F08080',
lightcyan: '#E0FFFF',
lightgoldenrodyellow: '#FAFAD2',
lightgray: '#D3D3D3',
lightgrey: '#D3D3D3',
lightgreen: '#90EE90',
lightpink: '#FFB6C1',
lightsalmon: '#FFA07A',
lightseagreen: '#20B2AA',
lightskyblue: '#87CEFA',
lightslategray: '#778899',
lightslategrey: '#778899',
lightsteelblue: '#B0C4DE',
lightyellow: '#FFFFE0',
lime: '#00FF00',
limegreen: '#32CD32',
linen: '#FAF0E6',
magenta: '#FF00FF',
maroon: '#800000',
mediumaquamarine: '#66CDAA',
mediumblue: '#0000CD',
mediumorchid: '#BA55D3',
mediumpurple: '#9370DB',
mediumseagreen: '#3CB371',
mediumslateblue: '#7B68EE',
mediumspringgreen: '#00FA9A',
mediumturquoise: '#48D1CC',
mediumvioletred: '#C71585',
midnightblue: '#191970',
mintcream: '#F5FFFA',
mistyrose: '#FFE4E1',
moccasin: '#FFE4B5',
navajowhite: '#FFDEAD',
navy: '#000080',
oldlace: '#FDF5E6',
olive: '#808000',
olivedrab: '#6B8E23',
orange: '#FFA500',
orangered: '#FF4500',
orchid: '#DA70D6',
palegoldenrod: '#EEE8AA',
palegreen: '#98FB98',
paleturquoise: '#AFEEEE',
palevioletred: '#DB7093',
papayawhip: '#FFEFD5',
peachpuff: '#FFDAB9',
peru: '#CD853F',
pink: '#FFC0CB',
plum: '#DDA0DD',
powderblue: '#B0E0E6',
purple: '#800080',
rebeccapurple: '#663399',
red: '#FF0000',
rosybrown: '#BC8F8F',
royalblue: '#4169E1',
saddlebrown: '#8B4513',
salmon: '#FA8072',
sandybrown: '#F4A460',
seagreen: '#2E8B57',
seashell: '#FFF5EE',
sienna: '#A0522D',
silver: '#C0C0C0',
skyblue: '#87CEEB',
slateblue: '#6A5ACD',
slategray: '#708090',
slategrey: '#708090',
snow: '#FFFAFA',
springgreen: '#00FF7F',
steelblue: '#4682B4',
tan: '#D2B48C',
teal: '#008080',
thistle: '#D8BFD8',
tomato: '#FF6347',
turquoise: '#40E0D0',
violet: '#EE82EE',
wheat: '#F5DEB3',
white: '#FFFFFF',
whitesmoke: '#F5F5F5',
yellow: '#FFFF00',
yellowgreen: '#9ACD32'
};
/**
* @private
* @param {Number} p
* @param {Number} q
* @param {Number} t
* @return {Number}
*/
function hue2rgb(p, q, t) {
if (t < 0) {
t += 1;
}
if (t > 1) {
t -= 1;
}
if (t < 1 / 6) {
return p + (q - p) * 6 * t;
}
if (t < 1 / 2) {
return q;
}
if (t < 2 / 3) {
return p + (q - p) * (2 / 3 - t) * 6;
}
return p;
}
/**
* Returns new color object, when given a color in RGB format
* @memberOf fabric.Color
* @param {String} color Color value ex: rgb(0-255,0-255,0-255)
* @return {fabric.Color}
*/
fabric.Color.fromRgb = function(color) {
return Color.fromSource(Color.sourceFromRgb(color));
};
/**
* Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format
* @memberOf fabric.Color
* @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)
* @return {Array} source
*/
fabric.Color.sourceFromRgb = function(color) {
var match = color.match(Color.reRGBa);
if (match) {
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);
return [
parseInt(r, 10),
parseInt(g, 10),
parseInt(b, 10),
match[4] ? parseFloat(match[4]) : 1
];
}
};
/**
* Returns new color object, when given a color in RGBA format
* @static
* @function
* @memberOf fabric.Color
* @param {String} color
* @return {fabric.Color}
*/
fabric.Color.fromRgba = Color.fromRgb;
/**
* Returns new color object, when given a color in HSL format
* @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)
* @memberOf fabric.Color
* @return {fabric.Color}
*/
fabric.Color.fromHsl = function(color) {
return Color.fromSource(Color.sourceFromHsl(color));
};
/**
* Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.
* Adapted from <a href="https://rawgithub.com/mjijackson/mjijackson.github.com/master/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript.html">https://github.com/mjijackson</a>
* @memberOf fabric.Color
* @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)
* @return {Array} source
* @see http://http://www.w3.org/TR/css3-color/#hsl-color
*/
fabric.Color.sourceFromHsl = function(color) {
var match = color.match(Color.reHSLa);
if (!match) {
return;
}
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;
if (s === 0) {
r = g = b = l;
}
else {
var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,
p = l * 2 - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [
Math.round(r * 255),
Math.round(g * 255),
Math.round(b * 255),
match[4] ? parseFloat(match[4]) : 1
];
};
/**
* Returns new color object, when given a color in HSLA format
* @static
* @function
* @memberOf fabric.Color
* @param {String} color
* @return {fabric.Color}
*/
fabric.Color.fromHsla = Color.fromHsl;
/**
* Returns new color object, when given a color in HEX format
* @static
* @memberOf fabric.Color
* @param {String} color Color value ex: FF5555
* @return {fabric.Color}
*/
fabric.Color.fromHex = function(color) {
return Color.fromSource(Color.sourceFromHex(color));
};
/**
* Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format
* @static
* @memberOf fabric.Color
* @param {String} color ex: FF5555 or FF5544CC (RGBa)
* @return {Array} source
*/
fabric.Color.sourceFromHex = function(color) {
if (color.match(Color.reHex)) {
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';
return [
parseInt(r, 16),
parseInt(g, 16),
parseInt(b, 16),
parseFloat((parseInt(a, 16) / 255).toFixed(2))
];
}
};
/**
* Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])
* @static
* @memberOf fabric.Color
* @param {Array} source
* @return {fabric.Color}
*/
fabric.Color.fromSource = function(source) {
var oColor = new Color();
oColor.setSource(source);
return oColor;
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
scaleMap = ['e', 'se', 's', 'sw', 'w', 'nw', 'n', 'ne', 'e'],
skewMap = ['ns', 'nesw', 'ew', 'nwse'],
controls = {},
LEFT = 'left', TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', CENTER = 'center',
opposite = {
top: BOTTOM,
bottom: TOP,
left: RIGHT,
right: LEFT,
center: CENTER,
}, radiansToDegrees = fabric.util.radiansToDegrees,
sign = (Math.sign || function(x) { return ((x > 0) - (x < 0)) || +x; });
/**
* Combine control position and object angle to find the control direction compared
* to the object center.
* @param {fabric.Object} fabricObject the fabric object for which we are rendering controls
* @param {fabric.Control} control the control class
* @return {Number} 0 - 7 a quadrant number
*/
function findCornerQuadrant(fabricObject, control) {
var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;
return Math.round((cornerAngle % 360) / 45);
}
function fireEvent(eventName, options) {
var target = options.transform.target,
canvas = target.canvas,
canvasOptions = fabric.util.object.clone(options);
canvasOptions.target = target;
canvas && canvas.fire('object:' + eventName, canvasOptions);
target.fire(eventName, options);
}
/**
* Inspect event and fabricObject properties to understand if the scaling action
* @param {Event} eventData from the user action
* @param {fabric.Object} fabricObject the fabric object about to scale
* @return {Boolean} true if scale is proportional
*/
function scaleIsProportional(eventData, fabricObject) {
var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey,
uniformIsToggled = eventData[uniScaleKey];
return (canvas.uniformScaling && !uniformIsToggled) ||
(!canvas.uniformScaling && uniformIsToggled);
}
/**
* Checks if transform is centered
* @param {Object} transform transform data
* @return {Boolean} true if transform is centered
*/
function isTransformCentered(transform) {
return transform.originX === CENTER && transform.originY === CENTER;
}
/**
* Inspect fabricObject to understand if the current scaling action is allowed
* @param {fabric.Object} fabricObject the fabric object about to scale
* @param {String} by 'x' or 'y' or ''
* @param {Boolean} scaleProportionally true if we are trying to scale proportionally
* @return {Boolean} true if scaling is not allowed at current conditions
*/
function scalingIsForbidden(fabricObject, by, scaleProportionally) {
var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;
if (lockX && lockY) {
return true;
}
if (!by && (lockX || lockY) && scaleProportionally) {
return true;
}
if (lockX && by === 'x') {
return true;
}
if (lockY && by === 'y') {
return true;
}
return false;
}
/**
* return the correct cursor style for the scale action
* @param {Event} eventData the javascript event that is causing the scale
* @param {fabric.Control} control the control that is interested in the action
* @param {fabric.Object} fabricObject the fabric object that is interested in the action
* @return {String} a valid css string for the cursor
*/
function scaleCursorStyleHandler(eventData, control, fabricObject) {
var notAllowed = 'not-allowed',
scaleProportionally = scaleIsProportional(eventData, fabricObject),
by = '';
if (control.x !== 0 && control.y === 0) {
by = 'x';
}
else if (control.x === 0 && control.y !== 0) {
by = 'y';
}
if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {
return notAllowed;
}
var n = findCornerQuadrant(fabricObject, control);
return scaleMap[n] + '-resize';
}
/**
* return the correct cursor style for the skew action
* @param {Event} eventData the javascript event that is causing the scale
* @param {fabric.Control} control the control that is interested in the action
* @param {fabric.Object} fabricObject the fabric object that is interested in the action
* @return {String} a valid css string for the cursor
*/
function skewCursorStyleHandler(eventData, control, fabricObject) {
var notAllowed = 'not-allowed';
if (control.x !== 0 && fabricObject.lockSkewingY) {
return notAllowed;
}
if (control.y !== 0 && fabricObject.lockSkewingX) {
return notAllowed;
}
var n = findCornerQuadrant(fabricObject, control) % 4;
return skewMap[n] + '-resize';
}
/**
* Combine skew and scale style handlers to cover fabric standard use case
* @param {Event} eventData the javascript event that is causing the scale
* @param {fabric.Control} control the control that is interested in the action
* @param {fabric.Object} fabricObject the fabric object that is interested in the action
* @return {String} a valid css string for the cursor
*/
function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {
if (eventData[fabricObject.canvas.altActionKey]) {
return controls.skewCursorStyleHandler(eventData, control, fabricObject);
}
return controls.scaleCursorStyleHandler(eventData, control, fabricObject);
}
/**
* Inspect event, control and fabricObject to return the correct action name
* @param {Event} eventData the javascript event that is causing the scale
* @param {fabric.Control} control the control that is interested in the action
* @param {fabric.Object} fabricObject the fabric object that is interested in the action
* @return {String} an action name
*/
function scaleOrSkewActionName(eventData, control, fabricObject) {
var isAlternative = eventData[fabricObject.canvas.altActionKey];
if (control.x === 0) {
// then is scaleY or skewX
return isAlternative ? 'skewX' : 'scaleY';
}
if (control.y === 0) {
// then is scaleY or skewX
return isAlternative ? 'skewY' : 'scaleX';
}
}
/**
* Find the correct style for the control that is used for rotation.
* this function is very simple and it just take care of not-allowed or standard cursor
* @param {Event} eventData the javascript event that is causing the scale
* @param {fabric.Control} control the control that is interested in the action
* @param {fabric.Object} fabricObject the fabric object that is interested in the action
* @return {String} a valid css string for the cursor
*/
function rotationStyleHandler(eventData, control, fabricObject) {
if (fabricObject.lockRotation) {
return 'not-allowed';
}
return control.cursorStyle;
}
function commonEventInfo(eventData, transform, x, y) {
return {
e: eventData,
transform: transform,
pointer: {
x: x,
y: y,
}
};
}
/**
* Wrap an action handler with saving/restoring object position on the transform.
* this is the code that permits to objects to keep their position while transforming.
* @param {Function} actionHandler the function to wrap
* @return {Function} a function with an action handler signature
*/
function wrapWithFixedAnchor(actionHandler) {
return function(eventData, transform, x, y) {
var target = transform.target, centerPoint = target.getCenterPoint(),
constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY),
actionPerformed = actionHandler(eventData, transform, x, y);
target.setPositionByOrigin(constraint, transform.originX, transform.originY);
return actionPerformed;
};
}
/**
* Wrap an action handler with firing an event if the action is performed
* @param {Function} actionHandler the function to wrap
* @return {Function} a function with an action handler signature
*/
function wrapWithFireEvent(eventName, actionHandler) {
return function(eventData, transform, x, y) {
var actionPerformed = actionHandler(eventData, transform, x, y);
if (actionPerformed) {
fireEvent(eventName, commonEventInfo(eventData, transform, x, y));
}
return actionPerformed;
};
}
/**
* Transforms a point described by x and y in a distance from the top left corner of the object
* bounding box.
* @param {Object} transform
* @param {String} originX
* @param {String} originY
* @param {number} x
* @param {number} y
* @return {Fabric.Point} the normalized point
*/
function getLocalPoint(transform, originX, originY, x, y) {
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);
if (localPoint.x >= padding) {
localPoint.x -= padding;
}
if (localPoint.x <= -padding) {
localPoint.x += padding;
}
if (localPoint.y >= padding) {
localPoint.y -= padding;
}
if (localPoint.y <= padding) {
localPoint.y += padding;
}
localPoint.x -= control.offsetX;
localPoint.y -= control.offsetY;
return localPoint;
}
/**
* Detect if the fabric object is flipped on one side.
* @param {fabric.Object} target
* @return {Boolean} true if one flip, but not two.
*/
function targetHasOneFlip(target) {
return target.flipX !== target.flipY;
}
/**
* Utility function to compensate the scale factor when skew is applied on both axes
* @private
*/
function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {
if (target[oppositeSkew] !== 0) {
var newDim = target._getTransformedDimensions()[axis];
var newValue = reference / newDim * target[scaleToCompensate];
target.set(scaleToCompensate, newValue);
}
}
/**
* Action handler for skewing on the X axis
* @private
*/
function skewObjectX(eventData, transform, x, y) {
var target = transform.target,
// find how big the object would be, if there was no skewX. takes in account scaling
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.
// so the object will grow twice as much as the mouse.
// this makes the skew growth to localPoint * 2 - dimNoSkew.
totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x,
currentSkew = target.skewX, newSkew;
if (totalSkewSize < 2) {
// let's make it easy to go back to position 0.
newSkew = 0;
}
else {
newSkew = radiansToDegrees(
Math.atan2((totalSkewSize / target.scaleX), (dimNoSkew.y / target.scaleY))
);
// now we have to find the sign of the skew.
// it mostly depend on the origin of transformation.
if (transform.originX === LEFT && transform.originY === BOTTOM) {
newSkew = -newSkew;
}
if (transform.originX === RIGHT && transform.originY === TOP) {
newSkew = -newSkew;
}
if (targetHasOneFlip(target)) {
newSkew = -newSkew;
}
}
var hasSkewed = currentSkew !== newSkew;
if (hasSkewed) {
var dimBeforeSkewing = target._getTransformedDimensions().y;
target.set('skewX', newSkew);
compensateScaleForSkew(target, 'skewY', 'scaleY', 'y', dimBeforeSkewing);
}
return hasSkewed;
}
/**
* Action handler for skewing on the Y axis
* @private
*/
function skewObjectY(eventData, transform, x, y) {
var target = transform.target,
// find how big the object would be, if there was no skewX. takes in account scaling
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.
// so the object will grow twice as much as the mouse.
// this makes the skew growth to localPoint * 2 - dimNoSkew.
totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y,
currentSkew = target.skewY, newSkew;
if (totalSkewSize < 2) {
// let's make it easy to go back to position 0.
newSkew = 0;
}
else {
newSkew = radiansToDegrees(
Math.atan2((totalSkewSize / target.scaleY), (dimNoSkew.x / target.scaleX))
);
// now we have to find the sign of the skew.
// it mostly depend on the origin of transformation.
if (transform.originX === LEFT && transform.originY === BOTTOM) {
newSkew = -newSkew;
}
if (transform.originX === RIGHT && transform.originY === TOP) {
newSkew = -newSkew;
}
if (targetHasOneFlip(target)) {
newSkew = -newSkew;
}
}
var hasSkewed = currentSkew !== newSkew;
if (hasSkewed) {
var dimBeforeSkewing = target._getTransformedDimensions().x;
target.set('skewY', newSkew);
compensateScaleForSkew(target, 'skewX', 'scaleX', 'x', dimBeforeSkewing);
}
return hasSkewed;
}
/**
* Wrapped Action handler for skewing on the Y axis, takes care of the
* skew direction and determine the correct transform origin for the anchor point
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function skewHandlerX(eventData, transform, x, y) {
// step1 figure out and change transform origin.
// if skewX > 0 and originY bottom we anchor on right
// if skewX > 0 and originY top we anchor on left
// if skewX < 0 and originY bottom we anchor on left
// if skewX < 0 and originY top we anchor on right
// if skewX is 0, we look for mouse position to understand where are we going.
var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;
if (target.lockSkewingX) {
return false;
}
if (currentSkew === 0) {
var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);
if (localPointFromCenter.x > 0) {
// we are pulling right, anchor left;
originX = LEFT;
}
else {
// we are pulling right, anchor right
originX = RIGHT;
}
}
else {
if (currentSkew > 0) {
originX = originY === TOP ? LEFT : RIGHT;
}
if (currentSkew < 0) {
originX = originY === TOP ? RIGHT : LEFT;
}
// is the object flipped on one side only? swap the origin.
if (targetHasOneFlip(target)) {
originX = originX === LEFT ? RIGHT : LEFT;
}
}
// once we have the origin, we find the anchor point
transform.originX = originX;
var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectX));
return finalHandler(eventData, transform, x, y);
}
/**
* Wrapped Action handler for skewing on the Y axis, takes care of the
* skew direction and determine the correct transform origin for the anchor point
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function skewHandlerY(eventData, transform, x, y) {
// step1 figure out and change transform origin.
// if skewY > 0 and originX left we anchor on top
// if skewY > 0 and originX right we anchor on bottom
// if skewY < 0 and originX left we anchor on bottom
// if skewY < 0 and originX right we anchor on top
// if skewY is 0, we look for mouse position to understand where are we going.
var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;
if (target.lockSkewingY) {
return false;
}
if (currentSkew === 0) {
var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);
if (localPointFromCenter.y > 0) {
// we are pulling down, anchor up;
originY = TOP;
}
else {
// we are pulling up, anchor down
originY = BOTTOM;
}
}
else {
if (currentSkew > 0) {
originY = originX === LEFT ? TOP : BOTTOM;
}
if (currentSkew < 0) {
originY = originX === LEFT ? BOTTOM : TOP;
}
// is the object flipped on one side only? swap the origin.
if (targetHasOneFlip(target)) {
originY = originY === TOP ? BOTTOM : TOP;
}
}
// once we have the origin, we find the anchor point
transform.originY = originY;
var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectY));
return finalHandler(eventData, transform, x, y);
}
/**
* Action handler for rotation and snapping, without anchor point.
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
* @private
*/
function rotationWithSnapping(eventData, transform, x, y) {
var t = transform,
target = t.target,
pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);
if (target.lockRotation) {
return false;
}
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;
if (target.snapAngle > 0) {
var snapAngle = target.snapAngle,
snapThreshold = target.snapThreshold || snapAngle,
rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,
leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;
if (Math.abs(angle - leftAngleLocked) < snapThreshold) {
angle = leftAngleLocked;
}
else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {
angle = rightAngleLocked;
}
}
// normalize angle to positive value
if (angle < 0) {
angle = 360 + angle;
}
angle %= 360;
hasRotated = target.angle !== angle;
target.angle = angle;
return hasRotated;
}
/**
* Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @param {Object} options additional information for scaling
* @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling
* @return {Boolean} true if some change happened
* @private
*/
function scaleObject(eventData, transform, x, y, options) {
options = options || {};
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;
if (forbidScaling) {
return false;
}
if (gestureScale) {
scaleX = transform.scaleX * gestureScale;
scaleY = transform.scaleY * gestureScale;
}
else {
newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);
// use of sign: We use sign to detect change of direction of an action. sign usually change when
// we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling
// by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily
// cross many time the origin point and flip the object. so we need a way to filter out the noise.
// This ternary here should be ok to filter out X scaling when we want Y only and vice versa.
signX = by !== 'y' ? sign(newPoint.x) : 1;
signY = by !== 'x' ? sign(newPoint.y) : 1;
if (!transform.signX) {
transform.signX = signX;
}
if (!transform.signY) {
transform.signY = signY;
}
if (target.lockScalingFlip &&
(transform.signX !== signX || transform.signY !== signY)
) {
return false;
}
dim = target._getTransformedDimensions();
// missing detection of flip and logic to switch the origin
if (scaleProportionally && !by) {
// uniform scaling
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;
scaleX = original.scaleX * scale;
scaleY = original.scaleY * scale;
}
else {
scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);
scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);
}
// if we are scaling by center, we need to double the scale
if (isTransformCentered(transform)) {
scaleX *= 2;
scaleY *= 2;
}
if (transform.signX !== signX && by !== 'y') {
transform.originX = opposite[transform.originX];
scaleX *= -1;
transform.signX = signX;
}
if (transform.signY !== signY && by !== 'x') {
transform.originY = opposite[transform.originY];
scaleY *= -1;
transform.signY = signY;
}
}
// minScale is taken are in the setter.
var oldScaleX = target.scaleX, oldScaleY = target.scaleY;
if (!by) {
!lockScalingX && target.set('scaleX', scaleX);
!lockScalingY && target.set('scaleY', scaleY);
}
else {
// forbidden cases already handled on top here.
by === 'x' && target.set('scaleX', scaleX);
by === 'y' && target.set('scaleY', scaleY);
}
return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;
}
/**
* Generic scaling logic, to scale from corners either equally or freely.
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function scaleObjectFromCorner(eventData, transform, x, y) {
return scaleObject(eventData, transform, x, y);
}
/**
* Scaling logic for the X axis.
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function scaleObjectX(eventData, transform, x, y) {
return scaleObject(eventData, transform, x, y , { by: 'x' });
}
/**
* Scaling logic for the Y axis.
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function scaleObjectY(eventData, transform, x, y) {
return scaleObject(eventData, transform, x, y , { by: 'y' });
}
/**
* Composed action handler to either scale Y or skew X
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function scalingYOrSkewingX(eventData, transform, x, y) {
// ok some safety needed here.
if (eventData[transform.target.canvas.altActionKey]) {
return controls.skewHandlerX(eventData, transform, x, y);
}
return controls.scalingY(eventData, transform, x, y);
}
/**
* Composed action handler to either scale X or skew Y
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function scalingXOrSkewingY(eventData, transform, x, y) {
// ok some safety needed here.
if (eventData[transform.target.canvas.altActionKey]) {
return controls.skewHandlerY(eventData, transform, x, y);
}
return controls.scalingX(eventData, transform, x, y);
}
/**
* Action handler to change textbox width
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
function changeWidth(eventData, transform, x, y) {
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;
target.set('width', Math.max(newWidth, 0));
return oldWidth !== newWidth;
}
/**
* Action handler
* @private
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if the translation occurred
*/
function dragHandler(eventData, transform, x, y) {
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;
moveX && target.set('left', newLeft);
moveY && target.set('top', newTop);
if (moveX || moveY) {
fireEvent('moving', commonEventInfo(eventData, transform, x, y));
}
return moveX || moveY;
}
controls.scaleCursorStyleHandler = scaleCursorStyleHandler;
controls.skewCursorStyleHandler = skewCursorStyleHandler;
controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;
controls.rotationWithSnapping = wrapWithFireEvent('rotating', wrapWithFixedAnchor(rotationWithSnapping));
controls.scalingEqually = wrapWithFireEvent('scaling', wrapWithFixedAnchor( scaleObjectFromCorner));
controls.scalingX = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectX));
controls.scalingY = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectY));
controls.scalingYOrSkewingX = scalingYOrSkewingX;
controls.scalingXOrSkewingY = scalingXOrSkewingY;
controls.changeWidth = wrapWithFireEvent('resizing', wrapWithFixedAnchor(changeWidth));
controls.skewHandlerX = skewHandlerX;
controls.skewHandlerY = skewHandlerY;
controls.dragHandler = dragHandler;
controls.scaleOrSkewActionName = scaleOrSkewActionName;
controls.rotationStyleHandler = rotationStyleHandler;
controls.fireEvent = fireEvent;
controls.wrapWithFixedAnchor = wrapWithFixedAnchor;
controls.wrapWithFireEvent = wrapWithFireEvent;
controls.getLocalPoint = getLocalPoint;
fabric.controlsUtils = controls;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
degreesToRadians = fabric.util.degreesToRadians,
controls = fabric.controlsUtils;
/**
* Render a round control, as per fabric features.
* This function is written to respect object properties like transparentCorners, cornerSize
* cornerColor, cornerStrokeColor
* plus the addition of offsetY and offsetX.
* @param {CanvasRenderingContext2D} ctx context to render on
* @param {Number} left x coordinate where the control center should be
* @param {Number} top y coordinate where the control center should be
* @param {Object} styleOverride override for fabric.Object controls style
* @param {fabric.Object} fabricObject the fabric object for which we are rendering controls
*/
function renderCircleControl (ctx, left, top, styleOverride, fabricObject) {
styleOverride = styleOverride || {};
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;
ctx.save();
ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;
ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;
// as soon as fabric react v5, remove ie11, use proper ellipse code.
if (xSize > ySize) {
size = xSize;
ctx.scale(1.0, ySize / xSize);
myTop = top * xSize / ySize;
}
else if (ySize > xSize) {
size = ySize;
ctx.scale(xSize / ySize, 1.0);
myLeft = left * ySize / xSize;
}
else {
size = xSize;
}
// this is still wrong
ctx.lineWidth = 1;
ctx.beginPath();
ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);
ctx[methodName]();
if (stroke) {
ctx.stroke();
}
ctx.restore();
}
/**
* Render a square control, as per fabric features.
* This function is written to respect object properties like transparentCorners, cornerSize
* cornerColor, cornerStrokeColor
* plus the addition of offsetY and offsetX.
* @param {CanvasRenderingContext2D} ctx context to render on
* @param {Number} left x coordinate where the control center should be
* @param {Number} top y coordinate where the control center should be
* @param {Object} styleOverride override for fabric.Object controls style
* @param {fabric.Object} fabricObject the fabric object for which we are rendering controls
*/
function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {
styleOverride = styleOverride || {};
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;
ctx.save();
ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;
ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;
// this is still wrong
ctx.lineWidth = 1;
ctx.translate(left, top);
ctx.rotate(degreesToRadians(fabricObject.angle));
// this does not work, and fixed with ( && ) does not make sense.
// to have real transparent corners we need the controls on upperCanvas
// transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);
ctx[methodName + 'Rect'](-xSizeBy2, -ySizeBy2, xSize, ySize);
if (stroke) {
ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);
}
ctx.restore();
}
controls.renderCircleControl = renderCircleControl;
controls.renderSquareControl = renderSquareControl;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { });
function Control(options) {
for (var i in options) {
this[i] = options[i];
}
}
fabric.Control = Control;
fabric.Control.prototype = /** @lends fabric.Control.prototype */ {
/**
* keep track of control visibility.
* mainly for backward compatibility.
* if you do not want to see a control, you can remove it
* from the controlset.
* @type {Boolean}
* @default true
*/
visible: true,
/**
* Name of the action that the control will likely execute.
* This is optional. FabricJS uses to identify what the user is doing for some
* extra optimizations. If you are writing a custom control and you want to know
* somewhere else in the code what is going on, you can use this string here.
* you can also provide a custom getActionName if your control run multiple actions
* depending on some external state.
* default to scale since is the most common, used on 4 corners by default
* @type {String}
* @default 'scale'
*/
actionName: 'scale',
/**
* Drawing angle of the control.
* NOT used for now, but name marked as needed for internal logic
* example: to reuse the same drawing function for different rotated controls
* @type {Number}
* @default 0
*/
angle: 0,
/**
* Relative position of the control. X
* 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities
* of the bounding box.
* @type {Number}
* @default 0
*/
x: 0,
/**
* Relative position of the control. Y
* 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities
* of the bounding box.
* @type {Number}
* @default 0
*/
y: 0,
/**
* Horizontal offset of the control from the defined position. In pixels
* Positive offset moves the control to the right, negative to the left.
* It used when you want to have position of control that does not scale with
* the bounding box. Example: rotation control is placed at x:0, y: 0.5 on
* the boundindbox, with an offset of 30 pixels vertically. Those 30 pixels will
* stay 30 pixels no matter how the object is big. Another example is having 2
* controls in the corner, that stay in the same position when the object scale.
* of the bounding box.
* @type {Number}
* @default 0
*/
offsetX: 0,
/**
* Vertical offset of the control from the defined position. In pixels
* Positive offset moves the control to the bottom, negative to the top.
* @type {Number}
* @default 0
*/
offsetY: 0,
/**
* Sets the length of the control. If null, defaults to object's cornerSize.
* Expects both sizeX and sizeY to be set when set.
* @type {?Number}
* @default null
*/
sizeX: null,
/**
* Sets the height of the control. If null, defaults to object's cornerSize.
* Expects both sizeX and sizeY to be set when set.
* @type {?Number}
* @default null
*/
sizeY: null,
/**
* Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.
* Expects both touchSizeX and touchSizeY to be set when set.
* @type {?Number}
* @default null
*/
touchSizeX: null,
/**
* Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.
* Expects both touchSizeX and touchSizeY to be set when set.
* @type {?Number}
* @default null
*/
touchSizeY: null,
/**
* Css cursor style to display when the control is hovered.
* if the method `cursorStyleHandler` is provided, this property is ignored.
* @type {String}
* @default 'crosshair'
*/
cursorStyle: 'crosshair',
/**
* If controls has an offsetY or offsetX, draw a line that connects
* the control to the bounding box
* @type {Boolean}
* @default false
*/
withConnection: false,
/**
* The control actionHandler, provide one to handle action ( control being moved )
* @param {Event} eventData the native mouse event
* @param {Object} transformData properties of the current transform
* @param {Number} x x position of the cursor
* @param {Number} y y position of the cursor
* @return {Boolean} true if the action/event modified the object
*/
actionHandler: function(/* eventData, transformData, x, y */) { },
/**
* The control handler for mouse down, provide one to handle mouse down on control
* @param {Event} eventData the native mouse event
* @param {Object} transformData properties of the current transform
* @param {Number} x x position of the cursor
* @param {Number} y y position of the cursor
* @return {Boolean} true if the action/event modified the object
*/
mouseDownHandler: function(/* eventData, transformData, x, y */) { },
/**
* The control mouseUpHandler, provide one to handle an effect on mouse up.
* @param {Event} eventData the native mouse event
* @param {Object} transformData properties of the current transform
* @param {Number} x x position of the cursor
* @param {Number} y y position of the cursor
* @return {Boolean} true if the action/event modified the object
*/
mouseUpHandler: function(/* eventData, transformData, x, y */) { },
/**
* Returns control actionHandler
* @param {Event} eventData the native mouse event
* @param {fabric.Object} fabricObject on which the control is displayed
* @param {fabric.Control} control control for which the action handler is being asked
* @return {Function} the action handler
*/
getActionHandler: function(/* eventData, fabricObject, control */) {
return this.actionHandler;
},
/**
* Returns control mouseDown handler
* @param {Event} eventData the native mouse event
* @param {fabric.Object} fabricObject on which the control is displayed
* @param {fabric.Control} control control for which the action handler is being asked
* @return {Function} the action handler
*/
getMouseDownHandler: function(/* eventData, fabricObject, control */) {
return this.mouseDownHandler;
},
/**
* Returns control mouseUp handler
* @param {Event} eventData the native mouse event
* @param {fabric.Object} fabricObject on which the control is displayed
* @param {fabric.Control} control control for which the action handler is being asked
* @return {Function} the action handler
*/
getMouseUpHandler: function(/* eventData, fabricObject, control */) {
return this.mouseUpHandler;
},
/**
* Returns control cursorStyle for css using cursorStyle. If you need a more elaborate
* function you can pass one in the constructor
* the cursorStyle property
* @param {Event} eventData the native mouse event
* @param {fabric.Control} control the current control ( likely this)
* @param {fabric.Object} object on which the control is displayed
* @return {String}
*/
cursorStyleHandler: function(eventData, control /* fabricObject */) {
return control.cursorStyle;
},
/**
* Returns the action name. The basic implementation just return the actionName property.
* @param {Event} eventData the native mouse event
* @param {fabric.Control} control the current control ( likely this)
* @param {fabric.Object} object on which the control is displayed
* @return {String}
*/
getActionName: function(eventData, control /* fabricObject */) {
return control.actionName;
},
/**
* Returns controls visibility
* @param {fabric.Object} object on which the control is displayed
* @param {String} controlKey key where the control is memorized on the
* @return {Boolean}
*/
getVisibility: function(fabricObject, controlKey) {
var objectVisibility = fabricObject._controlsVisibility;
if (objectVisibility && typeof objectVisibility[controlKey] !== 'undefined') {
return objectVisibility[controlKey];
}
return this.visible;
},
/**
* Sets controls visibility
* @param {Boolean} visibility for the object
* @return {Void}
*/
setVisibility: function(visibility /* name, fabricObject */) {
this.visible = visibility;
},
positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */) {
var point = fabric.util.transformPoint({
x: this.x * dim.x + this.offsetX,
y: this.y * dim.y + this.offsetY }, finalMatrix);
return point;
},
/**
* Returns the coords for this control based on object values.
* @param {Number} objectAngle angle from the fabric object holding the control
* @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if
* isTouch is true)
* @param {Number} centerX x coordinate where the control center should be
* @param {Number} centerY y coordinate where the control center should be
* @param {boolean} isTouch true if touch corner, false if normal corner
*/
calcCornerCoords: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {
var cosHalfOffset,
sinHalfOffset,
cosHalfOffsetComp,
sinHalfOffsetComp,
xSize = (isTouch) ? this.touchSizeX : this.sizeX,
ySize = (isTouch) ? this.touchSizeY : this.sizeY;
if (xSize && ySize && xSize !== ySize) {
// handle rectangular corners
var controlTriangleAngle = Math.atan2(ySize, xSize);
var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;
var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);
var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);
cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);
sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);
// use complementary angle for two corners
cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);
sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);
}
else {
// handle square corners
// use default object corner size unless size is defined
var cornerSize = (xSize && ySize) ? xSize : objectCornerSize;
/* 0.7071067812 stands for sqrt(2)/2 */
cornerHypotenuse = cornerSize * 0.7071067812;
// complementary angles are equal since they're both 45 degrees
var newTheta = fabric.util.degreesToRadians(45 - objectAngle);
cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);
sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);
}
return {
tl: {
x: centerX - sinHalfOffsetComp,
y: centerY - cosHalfOffsetComp,
},
tr: {
x: centerX + cosHalfOffset,
y: centerY - sinHalfOffset,
},
bl: {
x: centerX - cosHalfOffset,
y: centerY + sinHalfOffset,
},
br: {
x: centerX + sinHalfOffsetComp,
y: centerY + cosHalfOffsetComp,
},
};
},
/**
* Render function for the control.
* When this function runs the context is unscaled. unrotate. Just retina scaled.
* all the functions will have to translate to the point left,top before starting Drawing
* if they want to draw a control where the position is detected.
* left and top are the result of the positionHandler function
* @param {RenderingContext2D} ctx the context where the control will be drawn
* @param {Number} left position of the canvas where we are about to render the control.
* @param {Number} top position of the canvas where we are about to render the control.
* @param {Object} styleOverride
* @param {fabric.Object} fabricObject the object where the control is about to be rendered
*/
render: function(ctx, left, top, styleOverride, fabricObject) {
styleOverride = styleOverride || {};
switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {
case 'circle':
fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);
break;
default:
fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);
}
},
};
})(typeof exports !== 'undefined' ? exports : this);
(function () {
'use strict';
if (fabric.StaticCanvas) {
fabric.warn('fabric.StaticCanvas is already defined.');
return;
}
// aliases for faster resolution
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');
/**
* Static canvas class
* @class fabric.StaticCanvas
* @mixes fabric.Collection
* @mixes fabric.Observable
* @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}
* @see {@link fabric.StaticCanvas#initialize} for constructor definition
* @fires before:render
* @fires after:render
* @fires canvas:cleared
* @fires object:added
* @fires object:removed
*/
fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {
/**
* Constructor
* @param {HTMLElement | String} el &lt;canvas> element to initialize instance on
* @param {Object} [options] Options object
* @return {Object} thisArg
*/
initialize: function(el, options) {
options || (options = { });
this.renderAndResetBound = this.renderAndReset.bind(this);
this.requestRenderAllBound = this.requestRenderAll.bind(this);
this._initStatic(el, options);
},
/**
* Background color of canvas instance.
* Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.
* @type {(String|fabric.Pattern)}
* @default
*/
backgroundColor: '',
/**
* Background image of canvas instance.
* since 2.4.0 image caching is active, please when putting an image as background, add to the
* canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom
* vale. As an alternative you can disable image objectCaching
* @type fabric.Image
* @default
*/
backgroundImage: null,
/**
* Overlay color of canvas instance.
* Should be set via {@link fabric.StaticCanvas#setOverlayColor}
* @since 1.3.9
* @type {(String|fabric.Pattern)}
* @default
*/
overlayColor: '',
/**
* Overlay image of canvas instance.
* since 2.4.0 image caching is active, please when putting an image as overlay, add to the
* canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom
* vale. As an alternative you can disable image objectCaching
* @type fabric.Image
* @default
*/
overlayImage: null,
/**
* Indicates whether toObject/toDatalessObject should include default values
* if set to false, takes precedence over the object value.
* @type Boolean
* @default
*/
includeDefaultValues: true,
/**
* Indicates whether objects' state should be saved
* @type Boolean
* @default
*/
stateful: false,
/**
* Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},
* {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.
* Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once
* since the renders are quequed and executed one per frame.
* Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )
* Left default to true to do not break documentation and old app, fiddles.
* @type Boolean
* @default
*/
renderOnAddRemove: true,
/**
* Indicates whether object controls (borders/controls) are rendered above overlay image
* @type Boolean
* @default
*/
controlsAboveOverlay: false,
/**
* Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas
* @type Boolean
* @default
*/
allowTouchScrolling: false,
/**
* Indicates whether this canvas will use image smoothing, this is on by default in browsers
* @type Boolean
* @default
*/
imageSmoothingEnabled: true,
/**
* The transformation (a Canvas 2D API transform matrix) which focuses the viewport
* @type Array
* @example <caption>Default transform</caption>
* canvas.viewportTransform = [1, 0, 0, 1, 0, 0];
* @example <caption>Scale by 70% and translate toward bottom-right by 50, without skewing</caption>
* canvas.viewportTransform = [0.7, 0, 0, 0.7, 50, 50];
* @default
*/
viewportTransform: fabric.iMatrix.concat(),
/**
* if set to false background image is not affected by viewport transform
* @since 1.6.3
* @type Boolean
* @default
*/
backgroundVpt: true,
/**
* if set to false overlya image is not affected by viewport transform
* @since 1.6.3
* @type Boolean
* @default
*/
overlayVpt: true,
/**
* When true, canvas is scaled by devicePixelRatio for better rendering on retina screens
* @type Boolean
* @default
*/
enableRetinaScaling: true,
/**
* Describe canvas element extension over design
* properties are tl,tr,bl,br.
* if canvas is not zoomed/panned those points are the four corner of canvas
* if canvas is viewportTransformed you those points indicate the extension
* of canvas element in plain untrasformed coordinates
* The coordinates get updated with @method calcViewportBoundaries.
* @memberOf fabric.StaticCanvas.prototype
*/
vptCoords: { },
/**
* Based on vptCoords and object.aCoords, skip rendering of objects that
* are not included in current viewport.
* May greatly help in applications with crowded canvas and use of zoom/pan
* If One of the corner of the bounding box of the object is on the canvas
* the objects get rendered.
* @memberOf fabric.StaticCanvas.prototype
* @type Boolean
* @default
*/
skipOffscreen: true,
/**
* a fabricObject that, without stroke define a clipping area with their shape. filled in black
* the clipPath object gets used when the canvas has rendered, and the context is placed in the
* top left corner of the canvas.
* clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true
* @type fabric.Object
*/
clipPath: undefined,
/**
* @private
* @param {HTMLElement | String} el &lt;canvas> element to initialize instance on
* @param {Object} [options] Options object
*/
_initStatic: function(el, options) {
var cb = this.requestRenderAllBound;
this._objects = [];
this._createLowerCanvas(el);
this._initOptions(options);
// only initialize retina scaling once
if (!this.interactive) {
this._initRetinaScaling();
}
if (options.overlayImage) {
this.setOverlayImage(options.overlayImage, cb);
}
if (options.backgroundImage) {
this.setBackgroundImage(options.backgroundImage, cb);
}
if (options.backgroundColor) {
this.setBackgroundColor(options.backgroundColor, cb);
}
if (options.overlayColor) {
this.setOverlayColor(options.overlayColor, cb);
}
this.calcOffset();
},
/**
* @private
*/
_isRetinaScaling: function() {
return (fabric.devicePixelRatio > 1 && this.enableRetinaScaling);
},
/**
* @private
* @return {Number} retinaScaling if applied, otherwise 1;
*/
getRetinaScaling: function() {
return this._isRetinaScaling() ? Math.max(1, fabric.devicePixelRatio) : 1;
},
/**
* @private
*/
_initRetinaScaling: function() {
if (!this._isRetinaScaling()) {
return;
}
var scaleRatio = fabric.devicePixelRatio;
this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);
if (this.upperCanvasEl) {
this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);
}
},
__initRetinaScaling: function(scaleRatio, canvas, context) {
canvas.setAttribute('width', this.width * scaleRatio);
canvas.setAttribute('height', this.height * scaleRatio);
context.scale(scaleRatio, scaleRatio);
},
/**
* Calculates canvas element offset relative to the document
* This method is also attached as "resize" event handler of window
* @return {fabric.Canvas} instance
* @chainable
*/
calcOffset: function () {
this._offset = getElementOffset(this.lowerCanvasEl);
return this;
},
/**
* Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas
* @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to
* @param {Function} callback callback to invoke when image is loaded and set as an overlay
* @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.
* @return {fabric.Canvas} thisArg
* @chainable
* @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}
* @example <caption>Normal overlayImage with left/top = 0</caption>
* canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
* // Needed to position overlayImage at 0/0
* originX: 'left',
* originY: 'top'
* });
* @example <caption>overlayImage with different properties</caption>
* canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
* opacity: 0.5,
* angle: 45,
* left: 400,
* top: 400,
* originX: 'left',
* originY: 'top'
* });
* @example <caption>Stretched overlayImage #1 - width/height correspond to canvas width/height</caption>
* fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {
* img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});
* canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));
* });
* @example <caption>Stretched overlayImage #2 - width/height correspond to canvas width/height</caption>
* canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
* width: canvas.width,
* height: canvas.height,
* // Needed to position overlayImage at 0/0
* originX: 'left',
* originY: 'top'
* });
* @example <caption>overlayImage loaded from cross-origin</caption>
* canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
* opacity: 0.5,
* angle: 45,
* left: 400,
* top: 400,
* originX: 'left',
* originY: 'top',
* crossOrigin: 'anonymous'
* });
*/
setOverlayImage: function (image, callback, options) {
return this.__setBgOverlayImage('overlayImage', image, callback, options);
},
/**
* Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas
* @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to
* @param {Function} callback Callback to invoke when image is loaded and set as background
* @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.
* @return {fabric.Canvas} thisArg
* @chainable
* @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}
* @example <caption>Normal backgroundImage with left/top = 0</caption>
* canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
* // Needed to position backgroundImage at 0/0
* originX: 'left',
* originY: 'top'
* });
* @example <caption>backgroundImage with different properties</caption>
* canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
* opacity: 0.5,
* angle: 45,
* left: 400,
* top: 400,
* originX: 'left',
* originY: 'top'
* });
* @example <caption>Stretched backgroundImage #1 - width/height correspond to canvas width/height</caption>
* fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {
* img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});
* canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));
* });
* @example <caption>Stretched backgroundImage #2 - width/height correspond to canvas width/height</caption>
* canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
* width: canvas.width,
* height: canvas.height,
* // Needed to position backgroundImage at 0/0
* originX: 'left',
* originY: 'top'
* });
* @example <caption>backgroundImage loaded from cross-origin</caption>
* canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
* opacity: 0.5,
* angle: 45,
* left: 400,
* top: 400,
* originX: 'left',
* originY: 'top',
* crossOrigin: 'anonymous'
* });
*/
// TODO: fix stretched examples
setBackgroundImage: function (image, callback, options) {
return this.__setBgOverlayImage('backgroundImage', image, callback, options);
},
/**
* Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas
* @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to
* @param {Function} callback Callback to invoke when foreground color is set
* @return {fabric.Canvas} thisArg
* @chainable
* @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}
* @example <caption>Normal overlayColor - color value</caption>
* canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));
* @example <caption>fabric.Pattern used as overlayColor</caption>
* canvas.setOverlayColor({
* source: 'http://fabricjs.com/assets/escheresque_ste.png'
* }, canvas.renderAll.bind(canvas));
* @example <caption>fabric.Pattern used as overlayColor with repeat and offset</caption>
* canvas.setOverlayColor({
* source: 'http://fabricjs.com/assets/escheresque_ste.png',
* repeat: 'repeat',
* offsetX: 200,
* offsetY: 100
* }, canvas.renderAll.bind(canvas));
*/
setOverlayColor: function(overlayColor, callback) {
return this.__setBgOverlayColor('overlayColor', overlayColor, callback);
},
/**
* Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas
* @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to
* @param {Function} callback Callback to invoke when background color is set
* @return {fabric.Canvas} thisArg
* @chainable
* @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}
* @example <caption>Normal backgroundColor - color value</caption>
* canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));
* @example <caption>fabric.Pattern used as backgroundColor</caption>
* canvas.setBackgroundColor({
* source: 'http://fabricjs.com/assets/escheresque_ste.png'
* }, canvas.renderAll.bind(canvas));
* @example <caption>fabric.Pattern used as backgroundColor with repeat and offset</caption>
* canvas.setBackgroundColor({
* source: 'http://fabricjs.com/assets/escheresque_ste.png',
* repeat: 'repeat',
* offsetX: 200,
* offsetY: 100
* }, canvas.renderAll.bind(canvas));
*/
setBackgroundColor: function(backgroundColor, callback) {
return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);
},
/**
* @private
* @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}
* or {@link fabric.StaticCanvas#overlayImage|overlayImage})
* @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to
* @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.
* @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.
*/
__setBgOverlayImage: function(property, image, callback, options) {
if (typeof image === 'string') {
fabric.util.loadImage(image, function(img, isError) {
if (img) {
var instance = new fabric.Image(img, options);
this[property] = instance;
instance.canvas = this;
}
callback && callback(img, isError);
}, this, options && options.crossOrigin);
}
else {
options && image.setOptions(options);
this[property] = image;
image && (image.canvas = this);
callback && callback(image, false);
}
return this;
},
/**
* @private
* @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}
* or {@link fabric.StaticCanvas#overlayColor|overlayColor})
* @param {(Object|String|null)} color Object with pattern information, color value or null
* @param {Function} [callback] Callback is invoked when color is set
*/
__setBgOverlayColor: function(property, color, callback) {
this[property] = color;
this._initGradient(color, property);
this._initPattern(color, property, callback);
return this;
},
/**
* @private
*/
_createCanvasElement: function() {
var element = createCanvasElement();
if (!element) {
throw CANVAS_INIT_ERROR;
}
if (!element.style) {
element.style = { };
}
if (typeof element.getContext === 'undefined') {
throw CANVAS_INIT_ERROR;
}
return element;
},
/**
* @private
* @param {Object} [options] Options object
*/
_initOptions: function (options) {
var lowerCanvasEl = this.lowerCanvasEl;
this._setOptions(options);
this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;
this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;
if (!this.lowerCanvasEl.style) {
return;
}
lowerCanvasEl.width = this.width;
lowerCanvasEl.height = this.height;
lowerCanvasEl.style.width = this.width + 'px';
lowerCanvasEl.style.height = this.height + 'px';
this.viewportTransform = this.viewportTransform.slice();
},
/**
* Creates a bottom canvas
* @private
* @param {HTMLElement} [canvasEl]
*/
_createLowerCanvas: function (canvasEl) {
// canvasEl === 'HTMLCanvasElement' does not work on jsdom/node
if (canvasEl && canvasEl.getContext) {
this.lowerCanvasEl = canvasEl;
}
else {
this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();
}
fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');
this._originalCanvasStyle = this.lowerCanvasEl.style;
if (this.interactive) {
this._applyCanvasStyle(this.lowerCanvasEl);
}
this.contextContainer = this.lowerCanvasEl.getContext('2d');
},
/**
* Returns canvas width (in px)
* @return {Number}
*/
getWidth: function () {
return this.width;
},
/**
* Returns canvas height (in px)
* @return {Number}
*/
getHeight: function () {
return this.height;
},
/**
* Sets width of this canvas instance
* @param {Number|String} value Value to set width to
* @param {Object} [options] Options object
* @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions
* @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions
* @return {fabric.Canvas} instance
* @chainable true
*/
setWidth: function (value, options) {
return this.setDimensions({ width: value }, options);
},
/**
* Sets height of this canvas instance
* @param {Number|String} value Value to set height to
* @param {Object} [options] Options object
* @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions
* @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions
* @return {fabric.Canvas} instance
* @chainable true
*/
setHeight: function (value, options) {
return this.setDimensions({ height: value }, options);
},
/**
* Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)
* @param {Object} dimensions Object with width/height properties
* @param {Number|String} [dimensions.width] Width of canvas element
* @param {Number|String} [dimensions.height] Height of canvas element
* @param {Object} [options] Options object
* @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions
* @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions
* @return {fabric.Canvas} thisArg
* @chainable
*/
setDimensions: function (dimensions, options) {
var cssValue;
options = options || {};
for (var prop in dimensions) {
cssValue = dimensions[prop];
if (!options.cssOnly) {
this._setBackstoreDimension(prop, dimensions[prop]);
cssValue += 'px';
this.hasLostContext = true;
}
if (!options.backstoreOnly) {
this._setCssDimension(prop, cssValue);
}
}
if (this._isCurrentlyDrawing) {
this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);
}
this._initRetinaScaling();
this.calcOffset();
if (!options.cssOnly) {
this.requestRenderAll();
}
return this;
},
/**
* Helper for setting width/height
* @private
* @param {String} prop property (width|height)
* @param {Number} value value to set property to
* @return {fabric.Canvas} instance
* @chainable true
*/
_setBackstoreDimension: function (prop, value) {
this.lowerCanvasEl[prop] = value;
if (this.upperCanvasEl) {
this.upperCanvasEl[prop] = value;
}
if (this.cacheCanvasEl) {
this.cacheCanvasEl[prop] = value;
}
this[prop] = value;
return this;
},
/**
* Helper for setting css width/height
* @private
* @param {String} prop property (width|height)
* @param {String} value value to set property to
* @return {fabric.Canvas} instance
* @chainable true
*/
_setCssDimension: function (prop, value) {
this.lowerCanvasEl.style[prop] = value;
if (this.upperCanvasEl) {
this.upperCanvasEl.style[prop] = value;
}
if (this.wrapperEl) {
this.wrapperEl.style[prop] = value;
}
return this;
},
/**
* Returns canvas zoom level
* @return {Number}
*/
getZoom: function () {
return this.viewportTransform[0];
},
/**
* Sets viewport transformation of this canvas instance
* @param {Array} vpt a Canvas 2D API transform matrix
* @return {fabric.Canvas} instance
* @chainable true
*/
setViewportTransform: function (vpt) {
var activeObject = this._activeObject,
backgroundObject = this.backgroundImage,
overlayObject = this.overlayImage,
object, i, len;
this.viewportTransform = vpt;
for (i = 0, len = this._objects.length; i < len; i++) {
object = this._objects[i];
object.group || object.setCoords(true);
}
if (activeObject) {
activeObject.setCoords();
}
if (backgroundObject) {
backgroundObject.setCoords(true);
}
if (overlayObject) {
overlayObject.setCoords(true);
}
this.calcViewportBoundaries();
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Sets zoom level of this canvas instance, the zoom centered around point
* meaning that following zoom to point with the same point will have the visual
* effect of the zoom originating from that point. The point won't move.
* It has nothing to do with canvas center or visual center of the viewport.
* @param {fabric.Point} point to zoom with respect to
* @param {Number} value to set zoom to, less than 1 zooms out
* @return {fabric.Canvas} instance
* @chainable true
*/
zoomToPoint: function (point, value) {
// TODO: just change the scale, preserve other transformations
var before = point, vpt = this.viewportTransform.slice(0);
point = transformPoint(point, invertTransform(this.viewportTransform));
vpt[0] = value;
vpt[3] = value;
var after = transformPoint(point, vpt);
vpt[4] += before.x - after.x;
vpt[5] += before.y - after.y;
return this.setViewportTransform(vpt);
},
/**
* Sets zoom level of this canvas instance
* @param {Number} value to set zoom to, less than 1 zooms out
* @return {fabric.Canvas} instance
* @chainable true
*/
setZoom: function (value) {
this.zoomToPoint(new fabric.Point(0, 0), value);
return this;
},
/**
* Pan viewport so as to place point at top left corner of canvas
* @param {fabric.Point} point to move to
* @return {fabric.Canvas} instance
* @chainable true
*/
absolutePan: function (point) {
var vpt = this.viewportTransform.slice(0);
vpt[4] = -point.x;
vpt[5] = -point.y;
return this.setViewportTransform(vpt);
},
/**
* Pans viewpoint relatively
* @param {fabric.Point} point (position vector) to move by
* @return {fabric.Canvas} instance
* @chainable true
*/
relativePan: function (point) {
return this.absolutePan(new fabric.Point(
-point.x - this.viewportTransform[4],
-point.y - this.viewportTransform[5]
));
},
/**
* Returns &lt;canvas> element corresponding to this instance
* @return {HTMLCanvasElement}
*/
getElement: function () {
return this.lowerCanvasEl;
},
/**
* @private
* @param {fabric.Object} obj Object that was added
*/
_onObjectAdded: function(obj) {
this.stateful && obj.setupState();
obj._set('canvas', this);
obj.setCoords();
this.fire('object:added', { target: obj });
obj.fire('added');
},
/**
* @private
* @param {fabric.Object} obj Object that was removed
*/
_onObjectRemoved: function(obj) {
this.fire('object:removed', { target: obj });
obj.fire('removed');
delete obj.canvas;
},
/**
* Clears specified context of canvas element
* @param {CanvasRenderingContext2D} ctx Context to clear
* @return {fabric.Canvas} thisArg
* @chainable
*/
clearContext: function(ctx) {
ctx.clearRect(0, 0, this.width, this.height);
return this;
},
/**
* Returns context of canvas where objects are drawn
* @return {CanvasRenderingContext2D}
*/
getContext: function () {
return this.contextContainer;
},
/**
* Clears all contexts (background, main, top) of an instance
* @return {fabric.Canvas} thisArg
* @chainable
*/
clear: function () {
this.remove.apply(this, this.getObjects());
this.backgroundImage = null;
this.overlayImage = null;
this.backgroundColor = '';
this.overlayColor = '';
if (this._hasITextHandlers) {
this.off('mouse:up', this._mouseUpITextHandler);
this._iTextInstances = null;
this._hasITextHandlers = false;
}
this.clearContext(this.contextContainer);
this.fire('canvas:cleared');
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Renders the canvas
* @return {fabric.Canvas} instance
* @chainable
*/
renderAll: function () {
var canvasToDrawOn = this.contextContainer;
this.renderCanvas(canvasToDrawOn, this._objects);
return this;
},
/**
* Function created to be instance bound at initialization
* used in requestAnimationFrame rendering
* Let the fabricJS call it. If you call it manually you could have more
* animationFrame stacking on to of each other
* for an imperative rendering, use canvas.renderAll
* @private
* @return {fabric.Canvas} instance
* @chainable
*/
renderAndReset: function() {
this.isRendering = 0;
this.renderAll();
},
/**
* Append a renderAll request to next animation frame.
* unless one is already in progress, in that case nothing is done
* a boolean flag will avoid appending more.
* @return {fabric.Canvas} instance
* @chainable
*/
requestRenderAll: function () {
if (!this.isRendering) {
this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);
}
return this;
},
/**
* Calculate the position of the 4 corner of canvas with current viewportTransform.
* helps to determinate when an object is in the current rendering viewport using
* object absolute coordinates ( aCoords )
* @return {Object} points.tl
* @chainable
*/
calcViewportBoundaries: function() {
var points = { }, width = this.width, height = this.height,
iVpt = invertTransform(this.viewportTransform);
points.tl = transformPoint({ x: 0, y: 0 }, iVpt);
points.br = transformPoint({ x: width, y: height }, iVpt);
points.tr = new fabric.Point(points.br.x, points.tl.y);
points.bl = new fabric.Point(points.tl.x, points.br.y);
this.vptCoords = points;
return points;
},
cancelRequestedRender: function() {
if (this.isRendering) {
fabric.util.cancelAnimFrame(this.isRendering);
this.isRendering = 0;
}
},
/**
* Renders background, objects, overlay and controls.
* @param {CanvasRenderingContext2D} ctx
* @param {Array} objects to render
* @return {fabric.Canvas} instance
* @chainable
*/
renderCanvas: function(ctx, objects) {
var v = this.viewportTransform, path = this.clipPath;
this.cancelRequestedRender();
this.calcViewportBoundaries();
this.clearContext(ctx);
fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);
this.fire('before:render', { ctx: ctx, });
this._renderBackground(ctx);
ctx.save();
//apply viewport transform once for all rendering process
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
this._renderObjects(ctx, objects);
ctx.restore();
if (!this.controlsAboveOverlay && this.interactive) {
this.drawControls(ctx);
}
if (path) {
path.canvas = this;
// needed to setup a couple of variables
path.shouldCache();
path._transformDone = true;
path.renderCache({ forClipping: true });
this.drawClipPathOnCanvas(ctx);
}
this._renderOverlay(ctx);
if (this.controlsAboveOverlay && this.interactive) {
this.drawControls(ctx);
}
this.fire('after:render', { ctx: ctx, });
},
/**
* Paint the cached clipPath on the lowerCanvasEl
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
drawClipPathOnCanvas: function(ctx) {
var v = this.viewportTransform, path = this.clipPath;
ctx.save();
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
// DEBUG: uncomment this line, comment the following
// ctx.globalAlpha = 0.4;
ctx.globalCompositeOperation = 'destination-in';
path.transform(ctx);
ctx.scale(1 / path.zoomX, 1 / path.zoomY);
ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);
ctx.restore();
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Array} objects to render
*/
_renderObjects: function(ctx, objects) {
var i, len;
for (i = 0, len = objects.length; i < len; ++i) {
objects[i] && objects[i].render(ctx);
}
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {string} property 'background' or 'overlay'
*/
_renderBackgroundOrOverlay: function(ctx, property) {
var fill = this[property + 'Color'], object = this[property + 'Image'],
v = this.viewportTransform, needsVpt = this[property + 'Vpt'];
if (!fill && !object) {
return;
}
if (fill) {
ctx.save();
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(this.width, 0);
ctx.lineTo(this.width, this.height);
ctx.lineTo(0, this.height);
ctx.closePath();
ctx.fillStyle = fill.toLive
? fill.toLive(ctx, this)
: fill;
if (needsVpt) {
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
}
ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);
var m = fill.gradientTransform || fill.patternTransform;
m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
ctx.fill();
ctx.restore();
}
if (object) {
ctx.save();
if (needsVpt) {
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
}
object.render(ctx);
ctx.restore();
}
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderBackground: function(ctx) {
this._renderBackgroundOrOverlay(ctx, 'background');
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderOverlay: function(ctx) {
this._renderBackgroundOrOverlay(ctx, 'overlay');
},
/**
* Returns coordinates of a center of canvas.
* Returned value is an object with top and left properties
* @return {Object} object with "top" and "left" number values
* @deprecated migrate to `getCenterPoint`
*/
getCenter: function () {
return {
top: this.height / 2,
left: this.width / 2
};
},
/**
* Returns coordinates of a center of canvas.
* @return {fabric.Point}
*/
getCenterPoint: function () {
return new fabric.Point(this.width / 2, this.height / 2);
},
/**
* Centers object horizontally in the canvas
* @param {fabric.Object} object Object to center horizontally
* @return {fabric.Canvas} thisArg
*/
centerObjectH: function (object) {
return this._centerObject(object, new fabric.Point(this.getCenterPoint().x, object.getCenterPoint().y));
},
/**
* Centers object vertically in the canvas
* @param {fabric.Object} object Object to center vertically
* @return {fabric.Canvas} thisArg
* @chainable
*/
centerObjectV: function (object) {
return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenterPoint().y));
},
/**
* Centers object vertically and horizontally in the canvas
* @param {fabric.Object} object Object to center vertically and horizontally
* @return {fabric.Canvas} thisArg
* @chainable
*/
centerObject: function(object) {
var center = this.getCenterPoint();
return this._centerObject(object, center);
},
/**
* Centers object vertically and horizontally in the viewport
* @param {fabric.Object} object Object to center vertically and horizontally
* @return {fabric.Canvas} thisArg
* @chainable
*/
viewportCenterObject: function(object) {
var vpCenter = this.getVpCenter();
return this._centerObject(object, vpCenter);
},
/**
* Centers object horizontally in the viewport, object.top is unchanged
* @param {fabric.Object} object Object to center vertically and horizontally
* @return {fabric.Canvas} thisArg
* @chainable
*/
viewportCenterObjectH: function(object) {
var vpCenter = this.getVpCenter();
this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));
return this;
},
/**
* Centers object Vertically in the viewport, object.top is unchanged
* @param {fabric.Object} object Object to center vertically and horizontally
* @return {fabric.Canvas} thisArg
* @chainable
*/
viewportCenterObjectV: function(object) {
var vpCenter = this.getVpCenter();
return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));
},
/**
* Calculate the point in canvas that correspond to the center of actual viewport.
* @return {fabric.Point} vpCenter, viewport center
* @chainable
*/
getVpCenter: function() {
var center = this.getCenterPoint(),
iVpt = invertTransform(this.viewportTransform);
return transformPoint(center, iVpt);
},
/**
* @private
* @param {fabric.Object} object Object to center
* @param {fabric.Point} center Center point
* @return {fabric.Canvas} thisArg
* @chainable
*/
_centerObject: function(object, center) {
object.setPositionByOrigin(center, 'center', 'center');
object.setCoords();
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Returns dataless JSON representation of canvas
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {String} json string
*/
toDatalessJSON: function (propertiesToInclude) {
return this.toDatalessObject(propertiesToInclude);
},
/**
* Returns object representation of canvas
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toObject: function (propertiesToInclude) {
return this._toObjectMethod('toObject', propertiesToInclude);
},
/**
* Returns dataless object representation of canvas
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toDatalessObject: function (propertiesToInclude) {
return this._toObjectMethod('toDatalessObject', propertiesToInclude);
},
/**
* @private
*/
_toObjectMethod: function (methodName, propertiesToInclude) {
var clipPath = this.clipPath, data = {
version: fabric.version,
objects: this._toObjects(methodName, propertiesToInclude),
};
if (clipPath && !clipPath.excludeFromExport) {
data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);
}
extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));
fabric.util.populateWithProperties(this, data, propertiesToInclude);
return data;
},
/**
* @private
*/
_toObjects: function(methodName, propertiesToInclude) {
return this._objects.filter(function(object) {
return !object.excludeFromExport;
}).map(function(instance) {
return this._toObject(instance, methodName, propertiesToInclude);
}, this);
},
/**
* @private
*/
_toObject: function(instance, methodName, propertiesToInclude) {
var originalValue;
if (!this.includeDefaultValues) {
originalValue = instance.includeDefaultValues;
instance.includeDefaultValues = false;
}
var object = instance[methodName](propertiesToInclude);
if (!this.includeDefaultValues) {
instance.includeDefaultValues = originalValue;
}
return object;
},
/**
* @private
*/
__serializeBgOverlay: function(methodName, propertiesToInclude) {
var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage,
bgColor = this.backgroundColor, overlayColor = this.overlayColor;
if (bgColor && bgColor.toObject) {
if (!bgColor.excludeFromExport) {
data.background = bgColor.toObject(propertiesToInclude);
}
}
else if (bgColor) {
data.background = bgColor;
}
if (overlayColor && overlayColor.toObject) {
if (!overlayColor.excludeFromExport) {
data.overlay = overlayColor.toObject(propertiesToInclude);
}
}
else if (overlayColor) {
data.overlay = overlayColor;
}
if (bgImage && !bgImage.excludeFromExport) {
data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);
}
if (overlayImage && !overlayImage.excludeFromExport) {
data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);
}
return data;
},
/**
* Moves an object or the objects of a multiple selection
* to the bottom of the stack of drawn objects
* @param {fabric.Object} object Object to send to back
* @return {fabric.Canvas} thisArg
* @chainable
*/
sendToBack: function (object) {
if (!object) {
return this;
}
var activeSelection = this._activeObject,
i, obj, objs;
if (object === activeSelection && object.type === 'activeSelection') {
objs = activeSelection._objects;
for (i = objs.length; i--;) {
obj = objs[i];
removeFromArray(this._objects, obj);
this._objects.unshift(obj);
}
}
else {
removeFromArray(this._objects, object);
this._objects.unshift(object);
}
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Moves an object or the objects of a multiple selection
* to the top of the stack of drawn objects
* @param {fabric.Object} object Object to send
* @return {fabric.Canvas} thisArg
* @chainable
*/
bringToFront: function (object) {
if (!object) {
return this;
}
var activeSelection = this._activeObject,
i, obj, objs;
if (object === activeSelection && object.type === 'activeSelection') {
objs = activeSelection._objects;
for (i = 0; i < objs.length; i++) {
obj = objs[i];
removeFromArray(this._objects, obj);
this._objects.push(obj);
}
}
else {
removeFromArray(this._objects, object);
this._objects.push(object);
}
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* Moves an object or a selection down in stack of drawn objects
* An optional parameter, intersecting allows to move the object in behind
* the first intersecting object. Where intersection is calculated with
* bounding box. If no intersection is found, there will not be change in the
* stack.
* @param {fabric.Object} object Object to send
* @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object
* @return {fabric.Canvas} thisArg
* @chainable
*/
sendBackwards: function (object, intersecting) {
if (!object) {
return this;
}
var activeSelection = this._activeObject,
i, obj, idx, newIdx, objs, objsMoved = 0;
if (object === activeSelection && object.type === 'activeSelection') {
objs = activeSelection._objects;
for (i = 0; i < objs.length; i++) {
obj = objs[i];
idx = this._objects.indexOf(obj);
if (idx > 0 + objsMoved) {
newIdx = idx - 1;
removeFromArray(this._objects, obj);
this._objects.splice(newIdx, 0, obj);
}
objsMoved++;
}
}
else {
idx = this._objects.indexOf(object);
if (idx !== 0) {
// if object is not on the bottom of stack
newIdx = this._findNewLowerIndex(object, idx, intersecting);
removeFromArray(this._objects, object);
this._objects.splice(newIdx, 0, object);
}
}
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* @private
*/
_findNewLowerIndex: function(object, idx, intersecting) {
var newIdx, i;
if (intersecting) {
newIdx = idx;
// traverse down the stack looking for the nearest intersecting object
for (i = idx - 1; i >= 0; --i) {
var isIntersecting = object.intersectsWithObject(this._objects[i]) ||
object.isContainedWithinObject(this._objects[i]) ||
this._objects[i].isContainedWithinObject(object);
if (isIntersecting) {
newIdx = i;
break;
}
}
}
else {
newIdx = idx - 1;
}
return newIdx;
},
/**
* Moves an object or a selection up in stack of drawn objects
* An optional parameter, intersecting allows to move the object in front
* of the first intersecting object. Where intersection is calculated with
* bounding box. If no intersection is found, there will not be change in the
* stack.
* @param {fabric.Object} object Object to send
* @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object
* @return {fabric.Canvas} thisArg
* @chainable
*/
bringForward: function (object, intersecting) {
if (!object) {
return this;
}
var activeSelection = this._activeObject,
i, obj, idx, newIdx, objs, objsMoved = 0;
if (object === activeSelection && object.type === 'activeSelection') {
objs = activeSelection._objects;
for (i = objs.length; i--;) {
obj = objs[i];
idx = this._objects.indexOf(obj);
if (idx < this._objects.length - 1 - objsMoved) {
newIdx = idx + 1;
removeFromArray(this._objects, obj);
this._objects.splice(newIdx, 0, obj);
}
objsMoved++;
}
}
else {
idx = this._objects.indexOf(object);
if (idx !== this._objects.length - 1) {
// if object is not on top of stack (last item in an array)
newIdx = this._findNewUpperIndex(object, idx, intersecting);
removeFromArray(this._objects, object);
this._objects.splice(newIdx, 0, object);
}
}
this.renderOnAddRemove && this.requestRenderAll();
return this;
},
/**
* @private
*/
_findNewUpperIndex: function(object, idx, intersecting) {
var newIdx, i, len;
if (intersecting) {
newIdx = idx;
// traverse up the stack looking for the nearest intersecting object
for (i = idx + 1, len = this._objects.length; i < len; ++i) {
var isIntersecting = object.intersectsWithObject(this._objects[i]) ||
object.isContainedWithinObject(this._objects[i]) ||
this._objects[i].isContainedWithinObject(object);
if (isIntersecting) {
newIdx = i;
break;
}
}
}
else {
newIdx = idx + 1;
}
return newIdx;
},
/**
* Moves an object to specified level in stack of drawn objects
* @param {fabric.Object} object Object to send
* @param {Number} index Position to move to
* @return {fabric.Canvas} thisArg
* @chainable
*/
moveTo: function (object, index) {
removeFromArray(this._objects, object);
this._objects.splice(index, 0, object);
return this.renderOnAddRemove && this.requestRenderAll();
},
/**
* Clears a canvas element and dispose objects
* @return {fabric.Canvas} thisArg
* @chainable
*/
dispose: function () {
// cancel eventually ongoing renders
if (this.isRendering) {
fabric.util.cancelAnimFrame(this.isRendering);
this.isRendering = 0;
}
this.forEachObject(function(object) {
object.dispose && object.dispose();
});
this._objects = [];
if (this.backgroundImage && this.backgroundImage.dispose) {
this.backgroundImage.dispose();
}
this.backgroundImage = null;
if (this.overlayImage && this.overlayImage.dispose) {
this.overlayImage.dispose();
}
this.overlayImage = null;
this._iTextInstances = null;
this.contextContainer = null;
// restore canvas style
this.lowerCanvasEl.classList.remove('lower-canvas');
fabric.util.setStyle(this.lowerCanvasEl, this._originalCanvasStyle);
delete this._originalCanvasStyle;
// restore canvas size to original size in case retina scaling was applied
this.lowerCanvasEl.setAttribute('width', this.width);
this.lowerCanvasEl.setAttribute('height', this.height);
fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);
this.lowerCanvasEl = undefined;
return this;
},
/**
* Returns a string representation of an instance
* @return {String} string representation of an instance
*/
toString: function () {
return '#<fabric.Canvas (' + this.complexity() + '): ' +
'{ objects: ' + this._objects.length + ' }>';
}
});
extend(fabric.StaticCanvas.prototype, fabric.Observable);
extend(fabric.StaticCanvas.prototype, fabric.Collection);
extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);
extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {
/**
* @static
* @type String
* @default
*/
EMPTY_JSON: '{"objects": [], "background": "white"}',
/**
* Provides a way to check support of some of the canvas methods
* (either those of HTMLCanvasElement itself, or rendering context)
*
* @param {String} methodName Method to check support for;
* Could be one of "setLineDash"
* @return {Boolean | null} `true` if method is supported (or at least exists),
* `null` if canvas element or context can not be initialized
*/
supports: function (methodName) {
var el = createCanvasElement();
if (!el || !el.getContext) {
return null;
}
var ctx = el.getContext('2d');
if (!ctx) {
return null;
}
switch (methodName) {
case 'setLineDash':
return typeof ctx.setLineDash !== 'undefined';
default:
return null;
}
}
});
/**
* Returns Object representation of canvas
* this alias is provided because if you call JSON.stringify on an instance,
* the toJSON object will be invoked if it exists.
* Having a toJSON method means you can do JSON.stringify(myCanvas)
* @function
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} JSON compatible object
* @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}
* @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}
* @example <caption>JSON without additional properties</caption>
* var json = canvas.toJSON();
* @example <caption>JSON with additional properties included</caption>
* var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);
* @example <caption>JSON without default values</caption>
* canvas.includeDefaultValues = false;
* var json = canvas.toJSON();
*/
fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;
if (fabric.isLikelyNode) {
fabric.StaticCanvas.prototype.createPNGStream = function() {
var impl = getNodeCanvas(this.lowerCanvasEl);
return impl && impl.createPNGStream();
};
fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {
var impl = getNodeCanvas(this.lowerCanvasEl);
return impl && impl.createJPEGStream(opts);
};
}
})();
/**
* BaseBrush class
* @class fabric.BaseBrush
* @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}
*/
fabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {
/**
* Color of a brush
* @type String
* @default
*/
color: 'rgb(0, 0, 0)',
/**
* Width of a brush, has to be a Number, no string literals
* @type Number
* @default
*/
width: 1,
/**
* Shadow object representing shadow of this shape.
* <b>Backwards incompatibility note:</b> This property replaces "shadowColor" (String), "shadowOffsetX" (Number),
* "shadowOffsetY" (Number) and "shadowBlur" (Number) since v1.2.12
* @type fabric.Shadow
* @default
*/
shadow: null,
/**
* Line endings style of a brush (one of "butt", "round", "square")
* @type String
* @default
*/
strokeLineCap: 'round',
/**
* Corner style of a brush (one of "bevel", "round", "miter")
* @type String
* @default
*/
strokeLineJoin: 'round',
/**
* Maximum miter length (used for strokeLineJoin = "miter") of a brush's
* @type Number
* @default
*/
strokeMiterLimit: 10,
/**
* Stroke Dash Array.
* @type Array
* @default
*/
strokeDashArray: null,
/**
* When `true`, the free drawing is limited to the whiteboard size. Default to false.
* @type Boolean
* @default false
*/
limitedToCanvasSize: false,
/**
* Sets brush styles
* @private
* @param {CanvasRenderingContext2D} ctx
*/
_setBrushStyles: function (ctx) {
ctx.strokeStyle = this.color;
ctx.lineWidth = this.width;
ctx.lineCap = this.strokeLineCap;
ctx.miterLimit = this.strokeMiterLimit;
ctx.lineJoin = this.strokeLineJoin;
ctx.setLineDash(this.strokeDashArray || []);
},
/**
* Sets the transformation on given context
* @param {RenderingContext2d} ctx context to render on
* @private
*/
_saveAndTransform: function(ctx) {
var v = this.canvas.viewportTransform;
ctx.save();
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
},
/**
* Sets brush shadow styles
* @private
*/
_setShadow: function() {
if (!this.shadow) {
return;
}
var canvas = this.canvas,
shadow = this.shadow,
ctx = canvas.contextTop,
zoom = canvas.getZoom();
if (canvas && canvas._isRetinaScaling()) {
zoom *= fabric.devicePixelRatio;
}
ctx.shadowColor = shadow.color;
ctx.shadowBlur = shadow.blur * zoom;
ctx.shadowOffsetX = shadow.offsetX * zoom;
ctx.shadowOffsetY = shadow.offsetY * zoom;
},
needsFullRender: function() {
var color = new fabric.Color(this.color);
return color.getAlpha() < 1 || !!this.shadow;
},
/**
* Removes brush shadow styles
* @private
*/
_resetShadow: function() {
var ctx = this.canvas.contextTop;
ctx.shadowColor = '';
ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;
},
/**
* Check is pointer is outside canvas boundaries
* @param {Object} pointer
* @private
*/
_isOutSideCanvas: function(pointer) {
return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();
}
});
(function() {
/**
* PencilBrush class
* @class fabric.PencilBrush
* @extends fabric.BaseBrush
*/
fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {
/**
* Discard points that are less than `decimate` pixel distant from each other
* @type Number
* @default 0.4
*/
decimate: 0.4,
/**
* Draws a straight line between last recorded point to current pointer
* Used for `shift` functionality
*
* @type boolean
* @default false
*/
drawStraightLine: false,
/**
* The event modifier key that makes the brush draw a straight line.
* If `null` or 'none' or any other string that is not a modifier key the feature is disabled.
* @type {'altKey' | 'shiftKey' | 'ctrlKey' | 'none' | undefined | null}
*/
straightLineKey: 'shiftKey',
/**
* Constructor
* @param {fabric.Canvas} canvas
* @return {fabric.PencilBrush} Instance of a pencil brush
*/
initialize: function(canvas) {
this.canvas = canvas;
this._points = [];
},
needsFullRender: function () {
return this.callSuper('needsFullRender') || this._hasStraightLine;
},
/**
* Invoked inside on mouse down and mouse move
* @param {Object} pointer
*/
_drawSegment: function (ctx, p1, p2) {
var midPoint = p1.midPointFrom(p2);
ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);
return midPoint;
},
/**
* Invoked on mouse down
* @param {Object} pointer
*/
onMouseDown: function(pointer, options) {
if (!this.canvas._isMainEvent(options.e)) {
return;
}
this.drawStraightLine = options.e[this.straightLineKey];
this._prepareForDrawing(pointer);
// capture coordinates immediately
// this allows to draw dots (when movement never occurs)
this._captureDrawingPath(pointer);
this._render();
},
/**
* Invoked on mouse move
* @param {Object} pointer
*/
onMouseMove: function(pointer, options) {
if (!this.canvas._isMainEvent(options.e)) {
return;
}
this.drawStraightLine = options.e[this.straightLineKey];
if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {
return;
}
if (this._captureDrawingPath(pointer) && this._points.length > 1) {
if (this.needsFullRender()) {
// redraw curve
// clear top canvas
this.canvas.clearContext(this.canvas.contextTop);
this._render();
}
else {
var points = this._points, length = points.length, ctx = this.canvas.contextTop;
// draw the curve update
this._saveAndTransform(ctx);
if (this.oldEnd) {
ctx.beginPath();
ctx.moveTo(this.oldEnd.x, this.oldEnd.y);
}
this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);
ctx.stroke();
ctx.restore();
}
}
},
/**
* Invoked on mouse up
*/
onMouseUp: function(options) {
if (!this.canvas._isMainEvent(options.e)) {
return true;
}
this.drawStraightLine = false;
this.oldEnd = undefined;
this._finalizeAndAddPath();
return false;
},
/**
* @private
* @param {Object} pointer Actual mouse position related to the canvas.
*/
_prepareForDrawing: function(pointer) {
var p = new fabric.Point(pointer.x, pointer.y);
this._reset();
this._addPoint(p);
this.canvas.contextTop.moveTo(p.x, p.y);
},
/**
* @private
* @param {fabric.Point} point Point to be added to points array
*/
_addPoint: function(point) {
if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {
return false;
}
if (this.drawStraightLine && this._points.length > 1) {
this._hasStraightLine = true;
this._points.pop();
}
this._points.push(point);
return true;
},
/**
* Clear points array and set contextTop canvas style.
* @private
*/
_reset: function() {
this._points = [];
this._setBrushStyles(this.canvas.contextTop);
this._setShadow();
this._hasStraightLine = false;
},
/**
* @private
* @param {Object} pointer Actual mouse position related to the canvas.
*/
_captureDrawingPath: function(pointer) {
var pointerPoint = new fabric.Point(pointer.x, pointer.y);
return this._addPoint(pointerPoint);
},
/**
* Draw a smooth path on the topCanvas using quadraticCurveTo
* @private
* @param {CanvasRenderingContext2D} [ctx]
*/
_render: function(ctx) {
var i, len,
p1 = this._points[0],
p2 = this._points[1];
ctx = ctx || this.canvas.contextTop;
this._saveAndTransform(ctx);
ctx.beginPath();
//if we only have 2 points in the path and they are the same
//it means that the user only clicked the canvas without moving the mouse
//then we should be drawing a dot. A path isn't drawn between two identical dots
//that's why we set them apart a bit
if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {
var width = this.width / 1000;
p1 = new fabric.Point(p1.x, p1.y);
p2 = new fabric.Point(p2.x, p2.y);
p1.x -= width;
p2.x += width;
}
ctx.moveTo(p1.x, p1.y);
for (i = 1, len = this._points.length; i < len; i++) {
// we pick the point between pi + 1 & pi + 2 as the
// end point and p1 as our control point.
this._drawSegment(ctx, p1, p2);
p1 = this._points[i];
p2 = this._points[i + 1];
}
// Draw last line as a straight line while
// we wait for the next point to be able to calculate
// the bezier control point
ctx.lineTo(p1.x, p1.y);
ctx.stroke();
ctx.restore();
},
/**
* Converts points to SVG path
* @param {Array} points Array of points
* @return {(string|number)[][]} SVG path commands
*/
convertPointsToSVGPath: function (points) {
var correction = this.width / 1000;
return fabric.util.getSmoothPathFromPoints(points, correction);
},
/**
* @private
* @param {(string|number)[][]} pathData SVG path commands
* @returns {boolean}
*/
_isEmptySVGPath: function (pathData) {
var pathString = fabric.util.joinPath(pathData);
return pathString === 'M 0 0 Q 0 0 0 0 L 0 0';
},
/**
* Creates fabric.Path object to add on canvas
* @param {(string|number)[][]} pathData Path data
* @return {fabric.Path} Path to add on canvas
*/
createPath: function(pathData) {
var path = new fabric.Path(pathData, {
fill: null,
stroke: this.color,
strokeWidth: this.width,
strokeLineCap: this.strokeLineCap,
strokeMiterLimit: this.strokeMiterLimit,
strokeLineJoin: this.strokeLineJoin,
strokeDashArray: this.strokeDashArray,
});
if (this.shadow) {
this.shadow.affectStroke = true;
path.shadow = new fabric.Shadow(this.shadow);
}
return path;
},
/**
* Decimate points array with the decimate value
*/
decimatePoints: function(points, distance) {
if (points.length <= 2) {
return points;
}
var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2),
i, l = points.length - 1, lastPoint = points[0], newPoints = [lastPoint],
cDistance;
for (i = 1; i < l - 1; i++) {
cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);
if (cDistance >= adjustedDistance) {
lastPoint = points[i];
newPoints.push(lastPoint);
}
}
/**
* Add the last point from the original line to the end of the array.
* This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.
*/
newPoints.push(points[l]);
return newPoints;
},
/**
* On mouseup after drawing the path on contextTop canvas
* we use the points captured to create an new fabric path object
* and add it to the fabric canvas.
*/
_finalizeAndAddPath: function() {
var ctx = this.canvas.contextTop;
ctx.closePath();
if (this.decimate) {
this._points = this.decimatePoints(this._points, this.decimate);
}
var pathData = this.convertPointsToSVGPath(this._points);
if (this._isEmptySVGPath(pathData)) {
// do not create 0 width/height paths, as they are
// rendered inconsistently across browsers
// Firefox 4, for example, renders a dot,
// whereas Chrome 10 renders nothing
this.canvas.requestRenderAll();
return;
}
var path = this.createPath(pathData);
this.canvas.clearContext(this.canvas.contextTop);
this.canvas.fire('before:path:created', { path: path });
this.canvas.add(path);
this.canvas.requestRenderAll();
path.setCoords();
this._resetShadow();
// fire event 'path' created
this.canvas.fire('path:created', { path: path });
}
});
})();
/**
* CircleBrush class
* @class fabric.CircleBrush
*/
fabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {
/**
* Width of a brush
* @type Number
* @default
*/
width: 10,
/**
* Constructor
* @param {fabric.Canvas} canvas
* @return {fabric.CircleBrush} Instance of a circle brush
*/
initialize: function(canvas) {
this.canvas = canvas;
this.points = [];
},
/**
* Invoked inside on mouse down and mouse move
* @param {Object} pointer
*/
drawDot: function(pointer) {
var point = this.addPoint(pointer),
ctx = this.canvas.contextTop;
this._saveAndTransform(ctx);
this.dot(ctx, point);
ctx.restore();
},
dot: function(ctx, point) {
ctx.fillStyle = point.fill;
ctx.beginPath();
ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);
ctx.closePath();
ctx.fill();
},
/**
* Invoked on mouse down
*/
onMouseDown: function(pointer) {
this.points.length = 0;
this.canvas.clearContext(this.canvas.contextTop);
this._setShadow();
this.drawDot(pointer);
},
/**
* Render the full state of the brush
* @private
*/
_render: function() {
var ctx = this.canvas.contextTop, i, len,
points = this.points;
this._saveAndTransform(ctx);
for (i = 0, len = points.length; i < len; i++) {
this.dot(ctx, points[i]);
}
ctx.restore();
},
/**
* Invoked on mouse move
* @param {Object} pointer
*/
onMouseMove: function(pointer) {
if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {
return;
}
if (this.needsFullRender()) {
this.canvas.clearContext(this.canvas.contextTop);
this.addPoint(pointer);
this._render();
}
else {
this.drawDot(pointer);
}
},
/**
* Invoked on mouse up
*/
onMouseUp: function() {
var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;
this.canvas.renderOnAddRemove = false;
var circles = [];
for (i = 0, len = this.points.length; i < len; i++) {
var point = this.points[i],
circle = new fabric.Circle({
radius: point.radius,
left: point.x,
top: point.y,
originX: 'center',
originY: 'center',
fill: point.fill
});
this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));
circles.push(circle);
}
var group = new fabric.Group(circles);
group.canvas = this.canvas;
this.canvas.fire('before:path:created', { path: group });
this.canvas.add(group);
this.canvas.fire('path:created', { path: group });
this.canvas.clearContext(this.canvas.contextTop);
this._resetShadow();
this.canvas.renderOnAddRemove = originalRenderOnAddRemove;
this.canvas.requestRenderAll();
},
/**
* @param {Object} pointer
* @return {fabric.Point} Just added pointer point
*/
addPoint: function(pointer) {
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();
pointerPoint.radius = circleRadius;
pointerPoint.fill = circleColor;
this.points.push(pointerPoint);
return pointerPoint;
}
});
/**
* SprayBrush class
* @class fabric.SprayBrush
*/
fabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {
/**
* Width of a spray
* @type Number
* @default
*/
width: 10,
/**
* Density of a spray (number of dots per chunk)
* @type Number
* @default
*/
density: 20,
/**
* Width of spray dots
* @type Number
* @default
*/
dotWidth: 1,
/**
* Width variance of spray dots
* @type Number
* @default
*/
dotWidthVariance: 1,
/**
* Whether opacity of a dot should be random
* @type Boolean
* @default
*/
randomOpacity: false,
/**
* Whether overlapping dots (rectangles) should be removed (for performance reasons)
* @type Boolean
* @default
*/
optimizeOverlapping: true,
/**
* Constructor
* @param {fabric.Canvas} canvas
* @return {fabric.SprayBrush} Instance of a spray brush
*/
initialize: function(canvas) {
this.canvas = canvas;
this.sprayChunks = [];
},
/**
* Invoked on mouse down
* @param {Object} pointer
*/
onMouseDown: function(pointer) {
this.sprayChunks.length = 0;
this.canvas.clearContext(this.canvas.contextTop);
this._setShadow();
this.addSprayChunk(pointer);
this.render(this.sprayChunkPoints);
},
/**
* Invoked on mouse move
* @param {Object} pointer
*/
onMouseMove: function(pointer) {
if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {
return;
}
this.addSprayChunk(pointer);
this.render(this.sprayChunkPoints);
},
/**
* Invoked on mouse up
*/
onMouseUp: function() {
var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;
this.canvas.renderOnAddRemove = false;
var rects = [];
for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {
var sprayChunk = this.sprayChunks[i];
for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {
var rect = new fabric.Rect({
width: sprayChunk[j].width,
height: sprayChunk[j].width,
left: sprayChunk[j].x + 1,
top: sprayChunk[j].y + 1,
originX: 'center',
originY: 'center',
fill: this.color
});
rects.push(rect);
}
}
if (this.optimizeOverlapping) {
rects = this._getOptimizedRects(rects);
}
var group = new fabric.Group(rects);
this.shadow && group.set('shadow', new fabric.Shadow(this.shadow));
this.canvas.fire('before:path:created', { path: group });
this.canvas.add(group);
this.canvas.fire('path:created', { path: group });
this.canvas.clearContext(this.canvas.contextTop);
this._resetShadow();
this.canvas.renderOnAddRemove = originalRenderOnAddRemove;
this.canvas.requestRenderAll();
},
/**
* @private
* @param {Array} rects
*/
_getOptimizedRects: function(rects) {
// avoid creating duplicate rects at the same coordinates
var uniqueRects = { }, key, i, len;
for (i = 0, len = rects.length; i < len; i++) {
key = rects[i].left + '' + rects[i].top;
if (!uniqueRects[key]) {
uniqueRects[key] = rects[i];
}
}
var uniqueRectsArray = [];
for (key in uniqueRects) {
uniqueRectsArray.push(uniqueRects[key]);
}
return uniqueRectsArray;
},
/**
* Render new chunk of spray brush
*/
render: function(sprayChunk) {
var ctx = this.canvas.contextTop, i, len;
ctx.fillStyle = this.color;
this._saveAndTransform(ctx);
for (i = 0, len = sprayChunk.length; i < len; i++) {
var point = sprayChunk[i];
if (typeof point.opacity !== 'undefined') {
ctx.globalAlpha = point.opacity;
}
ctx.fillRect(point.x, point.y, point.width, point.width);
}
ctx.restore();
},
/**
* Render all spray chunks
*/
_render: function() {
var ctx = this.canvas.contextTop, i, ilen;
ctx.fillStyle = this.color;
this._saveAndTransform(ctx);
for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {
this.render(this.sprayChunks[i]);
}
ctx.restore();
},
/**
* @param {Object} pointer
*/
addSprayChunk: function(pointer) {
this.sprayChunkPoints = [];
var x, y, width, radius = this.width / 2, i;
for (i = 0; i < this.density; i++) {
x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);
y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);
if (this.dotWidthVariance) {
width = fabric.util.getRandomInt(
// bottom clamp width to 1
Math.max(1, this.dotWidth - this.dotWidthVariance),
this.dotWidth + this.dotWidthVariance);
}
else {
width = this.dotWidth;
}
var point = new fabric.Point(x, y);
point.width = width;
if (this.randomOpacity) {
point.opacity = fabric.util.getRandomInt(0, 100) / 100;
}
this.sprayChunkPoints.push(point);
}
this.sprayChunks.push(this.sprayChunkPoints);
}
});
/**
* PatternBrush class
* @class fabric.PatternBrush
* @extends fabric.BaseBrush
*/
fabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {
getPatternSrc: function() {
var dotWidth = 20,
dotDistance = 5,
patternCanvas = fabric.util.createCanvasElement(),
patternCtx = patternCanvas.getContext('2d');
patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;
patternCtx.fillStyle = this.color;
patternCtx.beginPath();
patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);
patternCtx.closePath();
patternCtx.fill();
return patternCanvas;
},
getPatternSrcFunction: function() {
return String(this.getPatternSrc).replace('this.color', '"' + this.color + '"');
},
/**
* Creates "pattern" instance property
* @param {CanvasRenderingContext2D} ctx
*/
getPattern: function(ctx) {
return ctx.createPattern(this.source || this.getPatternSrc(), 'repeat');
},
/**
* Sets brush styles
* @param {CanvasRenderingContext2D} ctx
*/
_setBrushStyles: function(ctx) {
this.callSuper('_setBrushStyles', ctx);
ctx.strokeStyle = this.getPattern(ctx);
},
/**
* Creates path
*/
createPath: function(pathData) {
var path = this.callSuper('createPath', pathData),
topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);
path.stroke = new fabric.Pattern({
source: this.source || this.getPatternSrcFunction(),
offsetX: -topLeft.x,
offsetY: -topLeft.y
});
return path;
}
});
(function() {
var getPointer = fabric.util.getPointer,
degreesToRadians = fabric.util.degreesToRadians,
isTouchEvent = fabric.util.isTouchEvent;
/**
* Canvas class
* @class fabric.Canvas
* @extends fabric.StaticCanvas
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}
* @see {@link fabric.Canvas#initialize} for constructor definition
*
* @fires object:modified at the end of a transform or any change when statefull is true
* @fires object:rotating while an object is being rotated from the control
* @fires object:scaling while an object is being scaled by controls
* @fires object:moving while an object is being dragged
* @fires object:skewing while an object is being skewed from the controls
*
* @fires before:transform before a transform is is started
* @fires before:selection:cleared
* @fires selection:cleared
* @fires selection:updated
* @fires selection:created
*
* @fires path:created after a drawing operation ends and the path is added
* @fires mouse:down
* @fires mouse:move
* @fires mouse:up
* @fires mouse:down:before on mouse down, before the inner fabric logic runs
* @fires mouse:move:before on mouse move, before the inner fabric logic runs
* @fires mouse:up:before on mouse up, before the inner fabric logic runs
* @fires mouse:over
* @fires mouse:out
* @fires mouse:dblclick whenever a native dbl click event fires on the canvas.
*
* @fires dragover
* @fires dragenter
* @fires dragleave
* @fires drop:before before drop event. same native event. This is added to handle edge cases
* @fires drop
* @fires after:render at the end of the render process, receives the context in the callback
* @fires before:render at start the render process, receives the context in the callback
*
*/
fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {
/**
* Constructor
* @param {HTMLElement | String} el &lt;canvas> element to initialize instance on
* @param {Object} [options] Options object
* @return {Object} thisArg
*/
initialize: function(el, options) {
options || (options = { });
this.renderAndResetBound = this.renderAndReset.bind(this);
this.requestRenderAllBound = this.requestRenderAll.bind(this);
this._initStatic(el, options);
this._initInteractive();
this._createCacheCanvas();
},
/**
* When true, objects can be transformed by one side (unproportionally)
* when dragged on the corners that normally would not do that.
* @type Boolean
* @default
* @since fabric 4.0 // changed name and default value
*/
uniformScaling: true,
/**
* Indicates which key switches uniform scaling.
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled.
* totally wrong named. this sounds like `uniform scaling`
* if Canvas.uniformScaling is true, pressing this will set it to false
* and viceversa.
* @since 1.6.2
* @type String
* @default
*/
uniScaleKey: 'shiftKey',
/**
* When true, objects use center point as the origin of scale transformation.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
centeredScaling: false,
/**
* When true, objects use center point as the origin of rotate transformation.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
centeredRotation: false,
/**
* Indicates which key enable centered Transform
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled feature disabled.
* @since 1.6.2
* @type String
* @default
*/
centeredKey: 'altKey',
/**
* Indicates which key enable alternate action on corner
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled feature disabled.
* @since 1.6.2
* @type String
* @default
*/
altActionKey: 'shiftKey',
/**
* Indicates that canvas is interactive. This property should not be changed.
* @type Boolean
* @default
*/
interactive: true,
/**
* Indicates whether group selection should be enabled
* @type Boolean
* @default
*/
selection: true,
/**
* Indicates which key or keys enable multiple click selection
* Pass value as a string or array of strings
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or empty or containing any other string that is not a modifier key
* feature is disabled.
* @since 1.6.2
* @type String|Array
* @default
*/
selectionKey: 'shiftKey',
/**
* Indicates which key enable alternative selection
* in case of target overlapping with active object
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* For a series of reason that come from the general expectations on how
* things should work, this feature works only for preserveObjectStacking true.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled.
* @since 1.6.5
* @type null|String
* @default
*/
altSelectionKey: null,
/**
* Color of selection
* @type String
* @default
*/
selectionColor: 'rgba(100, 100, 255, 0.3)', // blue
/**
* Default dash array pattern
* If not empty the selection border is dashed
* @type Array
*/
selectionDashArray: [],
/**
* Color of the border of selection (usually slightly darker than color of selection itself)
* @type String
* @default
*/
selectionBorderColor: 'rgba(255, 255, 255, 0.3)',
/**
* Width of a line used in object/group selection
* @type Number
* @default
*/
selectionLineWidth: 1,
/**
* Select only shapes that are fully contained in the dragged selection rectangle.
* @type Boolean
* @default
*/
selectionFullyContained: false,
/**
* Default cursor value used when hovering over an object on canvas
* @type String
* @default
*/
hoverCursor: 'move',
/**
* Default cursor value used when moving an object on canvas
* @type String
* @default
*/
moveCursor: 'move',
/**
* Default cursor value used for the entire canvas
* @type String
* @default
*/
defaultCursor: 'default',
/**
* Cursor value used during free drawing
* @type String
* @default
*/
freeDrawingCursor: 'crosshair',
/**
* Cursor value used for disabled elements ( corners with disabled action )
* @type String
* @since 2.0.0
* @default
*/
notAllowedCursor: 'not-allowed',
/**
* Default element class that's given to wrapper (div) element of canvas
* @type String
* @default
*/
containerClass: 'canvas-container',
/**
* When true, object detection happens on per-pixel basis rather than on per-bounding-box
* @type Boolean
* @default
*/
perPixelTargetFind: false,
/**
* Number of pixels around target pixel to tolerate (consider active) during object detection
* @type Number
* @default
*/
targetFindTolerance: 0,
/**
* When true, target detection is skipped. Target detection will return always undefined.
* click selection won't work anymore, events will fire with no targets.
* if something is selected before setting it to true, it will be deselected at the first click.
* area selection will still work. check the `selection` property too.
* if you deactivate both, you should look into staticCanvas.
* @type Boolean
* @default
*/
skipTargetFind: false,
/**
* When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.
* After mousedown, mousemove creates a shape,
* and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.
* @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}
* @type Boolean
* @default
*/
isDrawingMode: false,
/**
* Indicates whether objects should remain in current stack position when selected.
* When false objects are brought to top and rendered as part of the selection group
* @type Boolean
* @default
*/
preserveObjectStacking: false,
/**
* Indicates the angle that an object will lock to while rotating.
* @type Number
* @since 1.6.7
* @default
*/
snapAngle: 0,
/**
* Indicates the distance from the snapAngle the rotation will lock to the snapAngle.
* When `null`, the snapThreshold will default to the snapAngle.
* @type null|Number
* @since 1.6.7
* @default
*/
snapThreshold: null,
/**
* Indicates if the right click on canvas can output the context menu or not
* @type Boolean
* @since 1.6.5
* @default
*/
stopContextMenu: false,
/**
* Indicates if the canvas can fire right click events
* @type Boolean
* @since 1.6.5
* @default
*/
fireRightClick: false,
/**
* Indicates if the canvas can fire middle click events
* @type Boolean
* @since 1.7.8
* @default
*/
fireMiddleClick: false,
/**
* Keep track of the subTargets for Mouse Events
* @type fabric.Object[]
*/
targets: [],
/**
* When the option is enabled, PointerEvent is used instead of MouseEvent.
* @type Boolean
* @default
*/
enablePointerEvents: false,
/**
* Keep track of the hovered target
* @type fabric.Object
* @private
*/
_hoveredTarget: null,
/**
* hold the list of nested targets hovered
* @type fabric.Object[]
* @private
*/
_hoveredTargets: [],
/**
* @private
*/
_initInteractive: function() {
this._currentTransform = null;
this._groupSelector = null;
this._initWrapperElement();
this._createUpperCanvas();
this._initEventListeners();
this._initRetinaScaling();
this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);
this.calcOffset();
},
/**
* Divides objects in two groups, one to render immediately
* and one to render as activeGroup.
* @return {Array} objects to render immediately and pushes the other in the activeGroup.
*/
_chooseObjectsToRender: function() {
var activeObjects = this.getActiveObjects(),
object, objsToRender, activeGroupObjects;
if (activeObjects.length > 0 && !this.preserveObjectStacking) {
objsToRender = [];
activeGroupObjects = [];
for (var i = 0, length = this._objects.length; i < length; i++) {
object = this._objects[i];
if (activeObjects.indexOf(object) === -1 ) {
objsToRender.push(object);
}
else {
activeGroupObjects.push(object);
}
}
if (activeObjects.length > 1) {
this._activeObject._objects = activeGroupObjects;
}
objsToRender.push.apply(objsToRender, activeGroupObjects);
}
else {
objsToRender = this._objects;
}
return objsToRender;
},
/**
* Renders both the top canvas and the secondary container canvas.
* @return {fabric.Canvas} instance
* @chainable
*/
renderAll: function () {
if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {
this.clearContext(this.contextTop);
this.contextTopDirty = false;
}
if (this.hasLostContext) {
this.renderTopLayer(this.contextTop);
this.hasLostContext = false;
}
var canvasToDrawOn = this.contextContainer;
this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());
return this;
},
renderTopLayer: function(ctx) {
ctx.save();
if (this.isDrawingMode && this._isCurrentlyDrawing) {
this.freeDrawingBrush && this.freeDrawingBrush._render();
this.contextTopDirty = true;
}
// we render the top context - last object
if (this.selection && this._groupSelector) {
this._drawSelection(ctx);
this.contextTopDirty = true;
}
ctx.restore();
},
/**
* Method to render only the top canvas.
* Also used to render the group selection box.
* @return {fabric.Canvas} thisArg
* @chainable
*/
renderTop: function () {
var ctx = this.contextTop;
this.clearContext(ctx);
this.renderTopLayer(ctx);
this.fire('after:render');
return this;
},
/**
* @private
*/
_normalizePointer: function (object, pointer) {
var m = object.calcTransformMatrix(),
invertedM = fabric.util.invertTransform(m),
vptPointer = this.restorePointerVpt(pointer);
return fabric.util.transformPoint(vptPointer, invertedM);
},
/**
* Returns true if object is transparent at a certain location
* @param {fabric.Object} target Object to check
* @param {Number} x Left coordinate
* @param {Number} y Top coordinate
* @return {Boolean}
*/
isTargetTransparent: function (target, x, y) {
// in case the target is the activeObject, we cannot execute this optimization
// because we need to draw controls too.
if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {
var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),
targetRelativeX = Math.max(target.cacheTranslationX + (normalizedPointer.x * target.zoomX), 0),
targetRelativeY = Math.max(target.cacheTranslationY + (normalizedPointer.y * target.zoomY), 0);
var isTransparent = fabric.util.isTransparent(
target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);
return isTransparent;
}
var ctx = this.contextCache,
originalColor = target.selectionBackgroundColor, v = this.viewportTransform;
target.selectionBackgroundColor = '';
this.clearContext(ctx);
ctx.save();
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
target.render(ctx);
ctx.restore();
target.selectionBackgroundColor = originalColor;
var isTransparent = fabric.util.isTransparent(
ctx, x, y, this.targetFindTolerance);
return isTransparent;
},
/**
* takes an event and determines if selection key has been pressed
* @private
* @param {Event} e Event object
*/
_isSelectionKeyPressed: function(e) {
var selectionKeyPressed = false;
if (Array.isArray(this.selectionKey)) {
selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });
}
else {
selectionKeyPressed = e[this.selectionKey];
}
return selectionKeyPressed;
},
/**
* @private
* @param {Event} e Event object
* @param {fabric.Object} target
*/
_shouldClearSelection: function (e, target) {
var activeObjects = this.getActiveObjects(),
activeObject = this._activeObject;
return (
!target
||
(target &&
activeObject &&
activeObjects.length > 1 &&
activeObjects.indexOf(target) === -1 &&
activeObject !== target &&
!this._isSelectionKeyPressed(e))
||
(target && !target.evented)
||
(target &&
!target.selectable &&
activeObject &&
activeObject !== target)
);
},
/**
* centeredScaling from object can't override centeredScaling from canvas.
* this should be fixed, since object setting should take precedence over canvas.
* also this should be something that will be migrated in the control properties.
* as ability to define the origin of the transformation that the control provide.
* @private
* @param {fabric.Object} target
* @param {String} action
* @param {Boolean} altKey
*/
_shouldCenterTransform: function (target, action, altKey) {
if (!target) {
return;
}
var centerTransform;
if (action === 'scale' || action === 'scaleX' || action === 'scaleY' || action === 'resizing') {
centerTransform = this.centeredScaling || target.centeredScaling;
}
else if (action === 'rotate') {
centerTransform = this.centeredRotation || target.centeredRotation;
}
return centerTransform ? !altKey : altKey;
},
/**
* should disappear before release 4.0
* @private
*/
_getOriginFromCorner: function(target, corner) {
var origin = {
x: target.originX,
y: target.originY
};
if (corner === 'ml' || corner === 'tl' || corner === 'bl') {
origin.x = 'right';
}
else if (corner === 'mr' || corner === 'tr' || corner === 'br') {
origin.x = 'left';
}
if (corner === 'tl' || corner === 'mt' || corner === 'tr') {
origin.y = 'bottom';
}
else if (corner === 'bl' || corner === 'mb' || corner === 'br') {
origin.y = 'top';
}
return origin;
},
/**
* @private
* @param {Boolean} alreadySelected true if target is already selected
* @param {String} corner a string representing the corner ml, mr, tl ...
* @param {Event} e Event object
* @param {fabric.Object} [target] inserted back to help overriding. Unused
*/
_getActionFromCorner: function(alreadySelected, corner, e, target) {
if (!corner || !alreadySelected) {
return 'drag';
}
var control = target.controls[corner];
return control.getActionName(e, control, target);
},
/**
* @private
* @param {Event} e Event object
* @param {fabric.Object} target
*/
_setupCurrentTransform: function (e, target, alreadySelected) {
if (!target) {
return;
}
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 = {
target: target,
action: action,
actionHandler: actionHandler,
corner: corner,
scaleX: target.scaleX,
scaleY: target.scaleY,
skewX: target.skewX,
skewY: target.skewY,
// used by transation
offsetX: pointer.x - target.left,
offsetY: pointer.y - target.top,
originX: origin.x,
originY: origin.y,
ex: pointer.x,
ey: pointer.y,
lastX: pointer.x,
lastY: pointer.y,
// unsure they are useful anymore.
// left: target.left,
// top: target.top,
theta: degreesToRadians(target.angle),
// end of unsure
width: target.width * target.scaleX,
shiftKey: e.shiftKey,
altKey: altKey,
original: fabric.util.saveObjectTransform(target),
};
if (this._shouldCenterTransform(target, action, altKey)) {
transform.originX = 'center';
transform.originY = 'center';
}
transform.original.originX = origin.x;
transform.original.originY = origin.y;
this._currentTransform = transform;
this._beforeTransform(e);
},
/**
* Set the cursor type of the canvas element
* @param {String} value Cursor type of the canvas element.
* @see http://www.w3.org/TR/css3-ui/#cursor
*/
setCursor: function (value) {
this.upperCanvasEl.style.cursor = value;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx to draw the selection on
*/
_drawSelection: function (ctx) {
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;
if (this.selectionColor) {
ctx.fillStyle = this.selectionColor;
ctx.fillRect(minX, minY, maxX - minX, maxY - minY);
}
if (!this.selectionLineWidth || !this.selectionBorderColor) {
return;
}
ctx.lineWidth = this.selectionLineWidth;
ctx.strokeStyle = this.selectionBorderColor;
minX += strokeOffset;
minY += strokeOffset;
maxX -= strokeOffset;
maxY -= strokeOffset;
// selection border
fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);
ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);
},
/**
* Method that determines what object we are clicking on
* the skipGroup parameter is for internal use, is needed for shift+click action
* 11/09/2018 TODO: would be cool if findTarget could discern between being a full target
* or the outside part of the corner.
* @param {Event} e mouse event
* @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through
* @return {fabric.Object} the target found
*/
findTarget: function (e, skipGroup) {
if (this.skipTargetFind) {
return;
}
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;
// first check current group (if one exists)
// active group does not check sub targets like normal groups.
// if active group just exits.
this.targets = [];
// if we hit the corner of an activeObject, let's return that.
if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {
return activeObject;
}
if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {
return activeObject;
}
if (aObjects.length === 1 &&
activeObject === this._searchPossibleTargets([activeObject], pointer)) {
if (!this.preserveObjectStacking) {
return activeObject;
}
else {
activeTarget = activeObject;
activeTargetSubs = this.targets;
this.targets = [];
}
}
var target = this._searchPossibleTargets(this._objects, pointer);
if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {
target = activeTarget;
this.targets = activeTargetSubs;
}
return target;
},
/**
* Checks point is inside the object.
* @param {Object} [pointer] x,y object of point coordinates we want to check.
* @param {fabric.Object} obj Object to test against
* @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.
* @return {Boolean} true if point is contained within an area of given object
* @private
*/
_checkTarget: function(pointer, obj, globalPointer) {
if (obj &&
obj.visible &&
obj.evented &&
// http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html
// http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html
obj.containsPoint(pointer)
) {
if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {
var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);
if (!isTransparent) {
return true;
}
}
else {
return true;
}
}
},
/**
* Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted
* @param {Array} [objects] objects array to look into
* @param {Object} [pointer] x,y object of point coordinates we want to check.
* @return {fabric.Object} object that contains pointer
* @private
*/
_searchPossibleTargets: function(objects, pointer) {
// Cache all targets where their bounding box contains point.
var target, i = objects.length, subTarget;
// Do not check for currently grouped objects, since we check the parent group itself.
// until we call this function specifically to search inside the activeGroup
while (i--) {
var objToCheck = objects[i];
var pointerToUse = objToCheck.group ?
this._normalizePointer(objToCheck.group, pointer) : pointer;
if (this._checkTarget(pointerToUse, objToCheck, pointer)) {
target = objects[i];
if (target.subTargetCheck && target instanceof fabric.Group) {
subTarget = this._searchPossibleTargets(target._objects, pointer);
subTarget && this.targets.push(subTarget);
}
break;
}
}
return target;
},
/**
* Returns pointer coordinates without the effect of the viewport
* @param {Object} pointer with "x" and "y" number values
* @return {Object} object with "x" and "y" number values
*/
restorePointerVpt: function(pointer) {
return fabric.util.transformPoint(
pointer,
fabric.util.invertTransform(this.viewportTransform)
);
},
/**
* Returns pointer coordinates relative to canvas.
* Can return coordinates with or without viewportTransform.
* ignoreZoom false gives back coordinates that represent
* the point clicked on canvas element.
* ignoreZoom true gives back coordinates after being processed
* by the viewportTransform ( sort of coordinates of what is displayed
* on the canvas where you are clicking.
* ignoreZoom true = HTMLElement coordinates relative to top,left
* ignoreZoom false, default = fabric space coordinates, the same used for shape position
* To interact with your shapes top and left you want to use ignoreZoom true
* most of the time, while ignoreZoom false will give you coordinates
* compatible with the object.oCoords system.
* of the time.
* @param {Event} e
* @param {Boolean} ignoreZoom
* @return {Object} object with "x" and "y" number values
*/
getPointer: function (e, ignoreZoom) {
// return cached values if we are in the event processing chain
if (this._absolutePointer && !ignoreZoom) {
return this._absolutePointer;
}
if (this._pointer && ignoreZoom) {
return this._pointer;
}
var pointer = getPointer(e),
upperCanvasEl = this.upperCanvasEl,
bounds = upperCanvasEl.getBoundingClientRect(),
boundsWidth = bounds.width || 0,
boundsHeight = bounds.height || 0,
cssScale;
if (!boundsWidth || !boundsHeight ) {
if ('top' in bounds && 'bottom' in bounds) {
boundsHeight = Math.abs( bounds.top - bounds.bottom );
}
if ('right' in bounds && 'left' in bounds) {
boundsWidth = Math.abs( bounds.right - bounds.left );
}
}
this.calcOffset();
pointer.x = pointer.x - this._offset.left;
pointer.y = pointer.y - this._offset.top;
if (!ignoreZoom) {
pointer = this.restorePointerVpt(pointer);
}
var retinaScaling = this.getRetinaScaling();
if (retinaScaling !== 1) {
pointer.x /= retinaScaling;
pointer.y /= retinaScaling;
}
if (boundsWidth === 0 || boundsHeight === 0) {
// If bounds are not available (i.e. not visible), do not apply scale.
cssScale = { width: 1, height: 1 };
}
else {
cssScale = {
width: upperCanvasEl.width / boundsWidth,
height: upperCanvasEl.height / boundsHeight
};
}
return {
x: pointer.x * cssScale.width,
y: pointer.y * cssScale.height
};
},
/**
* @private
* @throws {CANVAS_INIT_ERROR} If canvas can not be initialized
*/
_createUpperCanvas: function () {
var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\s*lower-canvas\s*/, ''),
lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;
// there is no need to create a new upperCanvas element if we have already one.
if (upperCanvasEl) {
upperCanvasEl.className = '';
}
else {
upperCanvasEl = this._createCanvasElement();
this.upperCanvasEl = upperCanvasEl;
}
fabric.util.addClass(upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);
this.wrapperEl.appendChild(upperCanvasEl);
this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);
this._applyCanvasStyle(upperCanvasEl);
this.contextTop = upperCanvasEl.getContext('2d');
},
/**
* Returns context of top canvas where interactions are drawn
* @returns {CanvasRenderingContext2D}
*/
getTopContext: function () {
return this.contextTop;
},
/**
* @private
*/
_createCacheCanvas: function () {
this.cacheCanvasEl = this._createCanvasElement();
this.cacheCanvasEl.setAttribute('width', this.width);
this.cacheCanvasEl.setAttribute('height', this.height);
this.contextCache = this.cacheCanvasEl.getContext('2d');
},
/**
* @private
*/
_initWrapperElement: function () {
this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {
'class': this.containerClass
});
fabric.util.setStyle(this.wrapperEl, {
width: this.width + 'px',
height: this.height + 'px',
position: 'relative'
});
fabric.util.makeElementUnselectable(this.wrapperEl);
},
/**
* @private
* @param {HTMLElement} element canvas element to apply styles on
*/
_applyCanvasStyle: function (element) {
var width = this.width || element.width,
height = this.height || element.height;
fabric.util.setStyle(element, {
position: 'absolute',
width: width + 'px',
height: height + 'px',
left: 0,
top: 0,
'touch-action': this.allowTouchScrolling ? 'manipulation' : 'none',
'-ms-touch-action': this.allowTouchScrolling ? 'manipulation' : 'none'
});
element.width = width;
element.height = height;
fabric.util.makeElementUnselectable(element);
},
/**
* Copy the entire inline style from one element (fromEl) to another (toEl)
* @private
* @param {Element} fromEl Element style is copied from
* @param {Element} toEl Element copied style is applied to
*/
_copyCanvasStyle: function (fromEl, toEl) {
toEl.style.cssText = fromEl.style.cssText;
},
/**
* Returns context of canvas where object selection is drawn
* @return {CanvasRenderingContext2D}
*/
getSelectionContext: function() {
return this.contextTop;
},
/**
* Returns &lt;canvas> element on which object selection is drawn
* @return {HTMLCanvasElement}
*/
getSelectionElement: function () {
return this.upperCanvasEl;
},
/**
* Returns currently active object
* @return {fabric.Object} active object
*/
getActiveObject: function () {
return this._activeObject;
},
/**
* Returns an array with the current selected objects
* @return {fabric.Object} active object
*/
getActiveObjects: function () {
var active = this._activeObject;
if (active) {
if (active.type === 'activeSelection' && active._objects) {
return active._objects.slice(0);
}
else {
return [active];
}
}
return [];
},
/**
* @private
* @param {fabric.Object} obj Object that was removed
*/
_onObjectRemoved: function(obj) {
// removing active object should fire "selection:cleared" events
if (obj === this._activeObject) {
this.fire('before:selection:cleared', { target: obj });
this._discardActiveObject();
this.fire('selection:cleared', { target: obj });
obj.fire('deselected');
}
if (obj === this._hoveredTarget){
this._hoveredTarget = null;
this._hoveredTargets = [];
}
this.callSuper('_onObjectRemoved', obj);
},
/**
* @private
* Compares the old activeObject with the current one and fires correct events
* @param {fabric.Object} obj old activeObject
*/
_fireSelectionEvents: function(oldObjects, e) {
var somethingChanged = false, objects = this.getActiveObjects(),
added = [], removed = [];
oldObjects.forEach(function(oldObject) {
if (objects.indexOf(oldObject) === -1) {
somethingChanged = true;
oldObject.fire('deselected', {
e: e,
target: oldObject
});
removed.push(oldObject);
}
});
objects.forEach(function(object) {
if (oldObjects.indexOf(object) === -1) {
somethingChanged = true;
object.fire('selected', {
e: e,
target: object
});
added.push(object);
}
});
if (oldObjects.length > 0 && objects.length > 0) {
somethingChanged && this.fire('selection:updated', {
e: e,
selected: added,
deselected: removed,
});
}
else if (objects.length > 0) {
this.fire('selection:created', {
e: e,
selected: added,
});
}
else if (oldObjects.length > 0) {
this.fire('selection:cleared', {
e: e,
deselected: removed,
});
}
},
/**
* Sets given object as the only active object on canvas
* @param {fabric.Object} object Object to set as an active one
* @param {Event} [e] Event (passed along when firing "object:selected")
* @return {fabric.Canvas} thisArg
* @chainable
*/
setActiveObject: function (object, e) {
var currentActives = this.getActiveObjects();
this._setActiveObject(object, e);
this._fireSelectionEvents(currentActives, e);
return this;
},
/**
* This is a private method for now.
* This is supposed to be equivalent to setActiveObject but without firing
* any event. There is commitment to have this stay this way.
* This is the functional part of setActiveObject.
* @private
* @param {Object} object to set as active
* @param {Event} [e] Event (passed along when firing "object:selected")
* @return {Boolean} true if the selection happened
*/
_setActiveObject: function(object, e) {
if (this._activeObject === object) {
return false;
}
if (!this._discardActiveObject(e, object)) {
return false;
}
if (object.onSelect({ e: e })) {
return false;
}
this._activeObject = object;
return true;
},
/**
* This is a private method for now.
* This is supposed to be equivalent to discardActiveObject but without firing
* any events. There is commitment to have this stay this way.
* This is the functional part of discardActiveObject.
* @param {Event} [e] Event (passed along when firing "object:deselected")
* @param {Object} object to set as active
* @return {Boolean} true if the selection happened
* @private
*/
_discardActiveObject: function(e, object) {
var obj = this._activeObject;
if (obj) {
// onDeselect return TRUE to cancel selection;
if (obj.onDeselect({ e: e, object: object })) {
return false;
}
this._activeObject = null;
}
return true;
},
/**
* Discards currently active object and fire events. If the function is called by fabric
* as a consequence of a mouse event, the event is passed as a parameter and
* sent to the fire function for the custom events. When used as a method the
* e param does not have any application.
* @param {event} e
* @return {fabric.Canvas} thisArg
* @chainable
*/
discardActiveObject: function (e) {
var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();
if (currentActives.length) {
this.fire('before:selection:cleared', { target: activeObject, e: e });
}
this._discardActiveObject(e);
this._fireSelectionEvents(currentActives, e);
return this;
},
/**
* Clears a canvas element and removes all event listeners
* @return {fabric.Canvas} thisArg
* @chainable
*/
dispose: function () {
var wrapper = this.wrapperEl;
this.removeListeners();
wrapper.removeChild(this.upperCanvasEl);
wrapper.removeChild(this.lowerCanvasEl);
this.contextCache = null;
this.contextTop = null;
['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {
fabric.util.cleanUpJsdomNode(this[element]);
this[element] = undefined;
}).bind(this));
if (wrapper.parentNode) {
wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);
}
delete this.wrapperEl;
fabric.StaticCanvas.prototype.dispose.call(this);
return this;
},
/**
* Clears all contexts (background, main, top) of an instance
* @return {fabric.Canvas} thisArg
* @chainable
*/
clear: function () {
// this.discardActiveGroup();
this.discardActiveObject();
this.clearContext(this.contextTop);
return this.callSuper('clear');
},
/**
* Draws objects' controls (borders/controls)
* @param {CanvasRenderingContext2D} ctx Context to render controls on
*/
drawControls: function(ctx) {
var activeObject = this._activeObject;
if (activeObject) {
activeObject._renderControls(ctx);
}
},
/**
* @private
*/
_toObject: function(instance, methodName, propertiesToInclude) {
//If the object is part of the current selection group, it should
//be transformed appropriately
//i.e. it should be serialised as it would appear if the selection group
//were to be destroyed.
var originalProperties = this._realizeGroupTransformOnObject(instance),
object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);
//Undo the damage we did by changing all of its properties
this._unwindGroupTransformOnObject(instance, originalProperties);
return object;
},
/**
* Realises an object's group transformation on it
* @private
* @param {fabric.Object} [instance] the object to transform (gets mutated)
* @returns the original values of instance which were changed
*/
_realizeGroupTransformOnObject: function(instance) {
if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {
var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];
//Copy all the positionally relevant properties across now
var originalValues = {};
layoutProps.forEach(function(prop) {
originalValues[prop] = instance[prop];
});
fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());
return originalValues;
}
else {
return null;
}
},
/**
* Restores the changed properties of instance
* @private
* @param {fabric.Object} [instance] the object to un-transform (gets mutated)
* @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject
*/
_unwindGroupTransformOnObject: function(instance, originalValues) {
if (originalValues) {
instance.set(originalValues);
}
},
/**
* @private
*/
_setSVGObject: function(markup, instance, reviver) {
//If the object is in a selection group, simulate what would happen to that
//object when the group is deselected
var originalProperties = this._realizeGroupTransformOnObject(instance);
this.callSuper('_setSVGObject', markup, instance, reviver);
this._unwindGroupTransformOnObject(instance, originalProperties);
},
setViewportTransform: function (vpt) {
if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {
this._activeObject.clearContextTop();
}
fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);
}
});
// copying static properties manually to work around Opera's bug,
// where "prototype" property is enumerable and overrides existing prototype
for (var prop in fabric.StaticCanvas) {
if (prop !== 'prototype') {
fabric.Canvas[prop] = fabric.StaticCanvas[prop];
}
}
})();
(function() {
var addListener = fabric.util.addListener,
removeListener = fabric.util.removeListener,
RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1,
addEventOptions = { passive: false };
function checkClick(e, value) {
return e.button && (e.button === value - 1);
}
fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {
/**
* Contains the id of the touch event that owns the fabric transform
* @type Number
* @private
*/
mainTouchId: null,
/**
* Adds mouse listeners to canvas
* @private
*/
_initEventListeners: function () {
// in case we initialized the class twice. This should not happen normally
// but in some kind of applications where the canvas element may be changed
// this is a workaround to having double listeners.
this.removeListeners();
this._bindEvents();
this.addOrRemove(addListener, 'add');
},
/**
* return an event prefix pointer or mouse.
* @private
*/
_getEventPrefix: function () {
return this.enablePointerEvents ? 'pointer' : 'mouse';
},
addOrRemove: function(functor, eventjsFunctor) {
var canvasElement = this.upperCanvasEl,
eventTypePrefix = this._getEventPrefix();
functor(fabric.window, 'resize', this._onResize);
functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);
functor(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);
functor(canvasElement, eventTypePrefix + 'out', this._onMouseOut);
functor(canvasElement, eventTypePrefix + 'enter', this._onMouseEnter);
functor(canvasElement, 'wheel', this._onMouseWheel);
functor(canvasElement, 'contextmenu', this._onContextMenu);
functor(canvasElement, 'dblclick', this._onDoubleClick);
functor(canvasElement, 'dragover', this._onDragOver);
functor(canvasElement, 'dragenter', this._onDragEnter);
functor(canvasElement, 'dragleave', this._onDragLeave);
functor(canvasElement, 'drop', this._onDrop);
if (!this.enablePointerEvents) {
functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions);
}
if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {
eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);
eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);
eventjs[eventjsFunctor](canvasElement, 'orientation', this._onOrientationChange);
eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);
eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);
}
},
/**
* Removes all event listeners
*/
removeListeners: function() {
this.addOrRemove(removeListener, 'remove');
// if you dispose on a mouseDown, before mouse up, you need to clean document to...
var eventTypePrefix = this._getEventPrefix();
removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);
removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);
removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);
removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);
},
/**
* @private
*/
_bindEvents: function() {
if (this.eventsBound) {
// for any reason we pass here twice we do not want to bind events twice.
return;
}
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 = true;
},
/**
* @private
* @param {Event} [e] Event object fired on Event.js gesture
* @param {Event} [self] Inner Event object
*/
_onGesture: function(e, self) {
this.__onTransformGesture && this.__onTransformGesture(e, self);
},
/**
* @private
* @param {Event} [e] Event object fired on Event.js drag
* @param {Event} [self] Inner Event object
*/
_onDrag: function(e, self) {
this.__onDrag && this.__onDrag(e, self);
},
/**
* @private
* @param {Event} [e] Event object fired on wheel event
*/
_onMouseWheel: function(e) {
this.__onMouseWheel(e);
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onMouseOut: function(e) {
var target = this._hoveredTarget;
this.fire('mouse:out', { target: target, e: e });
this._hoveredTarget = null;
target && target.fire('mouseout', { e: e });
var _this = this;
this._hoveredTargets.forEach(function(_target){
_this.fire('mouse:out', { target: target, e: e });
_target && target.fire('mouseout', { e: e });
});
this._hoveredTargets = [];
if (this._iTextInstances) {
this._iTextInstances.forEach(function(obj) {
if (obj.isEditing) {
obj.hiddenTextarea.focus();
}
});
}
},
/**
* @private
* @param {Event} e Event object fired on mouseenter
*/
_onMouseEnter: function(e) {
// This find target and consequent 'mouse:over' is used to
// clear old instances on hovered target.
// calling findTarget has the side effect of killing target.__corner.
// as a short term fix we are not firing this if we are currently transforming.
// as a long term fix we need to separate the action of finding a target with the
// side effects we added to it.
if (!this._currentTransform && !this.findTarget(e)) {
this.fire('mouse:over', { target: null, e: e });
this._hoveredTarget = null;
this._hoveredTargets = [];
}
},
/**
* @private
* @param {Event} [e] Event object fired on Event.js orientation change
* @param {Event} [self] Inner Event object
*/
_onOrientationChange: function(e, self) {
this.__onOrientationChange && this.__onOrientationChange(e, self);
},
/**
* @private
* @param {Event} [e] Event object fired on Event.js shake
* @param {Event} [self] Inner Event object
*/
_onShake: function(e, self) {
this.__onShake && this.__onShake(e, self);
},
/**
* @private
* @param {Event} [e] Event object fired on Event.js shake
* @param {Event} [self] Inner Event object
*/
_onLongPress: function(e, self) {
this.__onLongPress && this.__onLongPress(e, self);
},
/**
* prevent default to allow drop event to be fired
* @private
* @param {Event} [e] Event object fired on Event.js shake
*/
_onDragOver: function(e) {
e.preventDefault();
var target = this._simpleEventHandler('dragover', e);
this._fireEnterLeaveEvents(target, e);
},
/**
* `drop:before` is a an event that allow you to schedule logic
* before the `drop` event. Prefer `drop` event always, but if you need
* to run some drop-disabling logic on an event, since there is no way
* to handle event handlers ordering, use `drop:before`
* @param {Event} e
*/
_onDrop: function (e) {
this._simpleEventHandler('drop:before', e);
return this._simpleEventHandler('drop', e);
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onContextMenu: function (e) {
if (this.stopContextMenu) {
e.stopPropagation();
e.preventDefault();
}
return false;
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onDoubleClick: function (e) {
this._cacheTransformEventData(e);
this._handleEvent(e, 'dblclick');
this._resetTransformEventData(e);
},
/**
* Return a the id of an event.
* returns either the pointerId or the identifier or 0 for the mouse event
* @private
* @param {Event} evt Event object
*/
getPointerId: function(evt) {
var changedTouches = evt.changedTouches;
if (changedTouches) {
return changedTouches[0] && changedTouches[0].identifier;
}
if (this.enablePointerEvents) {
return evt.pointerId;
}
return -1;
},
/**
* Determines if an event has the id of the event that is considered main
* @private
* @param {evt} event Event object
*/
_isMainEvent: function(evt) {
if (evt.isPrimary === true) {
return true;
}
if (evt.isPrimary === false) {
return false;
}
if (evt.type === 'touchend' && evt.touches.length === 0) {
return true;
}
if (evt.changedTouches) {
return evt.changedTouches[0].identifier === this.mainTouchId;
}
return true;
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onTouchStart: function(e) {
e.preventDefault();
if (this.mainTouchId === null) {
this.mainTouchId = this.getPointerId(e);
}
this.__onMouseDown(e);
this._resetTransformEventData();
var canvasElement = this.upperCanvasEl,
eventTypePrefix = this._getEventPrefix();
addListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);
addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);
// Unbind mousedown to prevent double triggers from touch devices
removeListener(canvasElement, eventTypePrefix + 'down', this._onMouseDown);
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onMouseDown: function (e) {
this.__onMouseDown(e);
this._resetTransformEventData();
var canvasElement = this.upperCanvasEl,
eventTypePrefix = this._getEventPrefix();
removeListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);
addListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);
addListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onTouchEnd: function(e) {
if (e.touches.length > 0) {
// if there are still touches stop here
return;
}
this.__onMouseUp(e);
this._resetTransformEventData();
this.mainTouchId = null;
var eventTypePrefix = this._getEventPrefix();
removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);
removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);
var _this = this;
if (this._willAddMouseDown) {
clearTimeout(this._willAddMouseDown);
}
this._willAddMouseDown = setTimeout(function() {
// Wait 400ms before rebinding mousedown to prevent double triggers
// from touch devices
addListener(_this.upperCanvasEl, eventTypePrefix + 'down', _this._onMouseDown);
_this._willAddMouseDown = 0;
}, 400);
},
/**
* @private
* @param {Event} e Event object fired on mouseup
*/
_onMouseUp: function (e) {
this.__onMouseUp(e);
this._resetTransformEventData();
var canvasElement = this.upperCanvasEl,
eventTypePrefix = this._getEventPrefix();
if (this._isMainEvent(e)) {
removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);
removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);
addListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);
}
},
/**
* @private
* @param {Event} e Event object fired on mousemove
*/
_onMouseMove: function (e) {
!this.allowTouchScrolling && e.preventDefault && e.preventDefault();
this.__onMouseMove(e);
},
/**
* @private
*/
_onResize: function () {
this.calcOffset();
},
/**
* Decides whether the canvas should be redrawn in mouseup and mousedown events.
* @private
* @param {Object} target
*/
_shouldRender: function(target) {
var activeObject = this._activeObject;
if (
!!activeObject !== !!target ||
(activeObject && target && (activeObject !== target))
) {
// this covers: switch of target, from target to no target, selection of target
// multiSelection with key and mouse
return true;
}
else if (activeObject && activeObject.isEditing) {
// if we mouse up/down over a editing textbox a cursor change,
// there is no need to re render
return false;
}
return false;
},
/**
* Method that defines the actions when mouse is released on canvas.
* The method resets the currentTransform parameters, store the image corner
* position in the image object and render the canvas on top.
* @private
* @param {Event} e Event object fired on mouseup
*/
__onMouseUp: function (e) {
var target, transform = this._currentTransform,
groupSelector = this._groupSelector, shouldRender = false,
isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));
this._cacheTransformEventData(e);
target = this._target;
this._handleEvent(e, 'up:before');
// if right/middle click just fire events and return
// target undefined will make the _handleEvent search the target
if (checkClick(e, RIGHT_CLICK)) {
if (this.fireRightClick) {
this._handleEvent(e, 'up', RIGHT_CLICK, isClick);
}
return;
}
if (checkClick(e, MIDDLE_CLICK)) {
if (this.fireMiddleClick) {
this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);
}
this._resetTransformEventData();
return;
}
if (this.isDrawingMode && this._isCurrentlyDrawing) {
this._onMouseUpInDrawingMode(e);
return;
}
if (!this._isMainEvent(e)) {
return;
}
if (transform) {
this._finalizeCurrentTransform(e);
shouldRender = transform.actionPerformed;
}
if (!isClick) {
var targetWasActive = target === this._activeObject;
this._maybeGroupObjects(e);
if (!shouldRender) {
shouldRender = (
this._shouldRender(target) ||
(!targetWasActive && target === this._activeObject)
);
}
}
var corner, pointer;
if (target) {
corner = target._findTargetCorner(
this.getPointer(e, true),
fabric.util.isTouchEvent(e)
);
if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {
this.setActiveObject(target, e);
shouldRender = true;
}
else {
var control = target.controls[corner],
mouseUpHandler = control && control.getMouseUpHandler(e, target, control);
if (mouseUpHandler) {
pointer = this.getPointer(e);
mouseUpHandler(e, transform, pointer.x, pointer.y);
}
}
target.isMoving = false;
}
// if we are ending up a transform on a different control or a new object
// fire the original mouse up from the corner that started the transform
if (transform && (transform.target !== target || transform.corner !== corner)) {
var originalControl = transform.target && transform.target.controls[transform.corner],
originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, target, control);
pointer = pointer || this.getPointer(e);
originalMouseUpHandler && originalMouseUpHandler(e, transform, pointer.x, pointer.y);
}
this._setCursorFromEvent(e, target);
this._handleEvent(e, 'up', LEFT_CLICK, isClick);
this._groupSelector = null;
this._currentTransform = null;
// reset the target information about which corner is selected
target && (target.__corner = 0);
if (shouldRender) {
this.requestRenderAll();
}
else if (!isClick) {
this.renderTop();
}
},
/**
* @private
* Handle event firing for target and subtargets
* @param {Event} e event from mouse
* @param {String} eventType event to fire (up, down or move)
* @return {Fabric.Object} target return the the target found, for internal reasons.
*/
_simpleEventHandler: function(eventType, e) {
var target = this.findTarget(e),
targets = this.targets,
options = {
e: e,
target: target,
subTargets: targets,
};
this.fire(eventType, options);
target && target.fire(eventType, options);
if (!targets) {
return target;
}
for (var i = 0; i < targets.length; i++) {
targets[i].fire(eventType, options);
}
return target;
},
/**
* @private
* Handle event firing for target and subtargets
* @param {Event} e event from mouse
* @param {String} eventType event to fire (up, down or move)
* @param {fabric.Object} targetObj receiving event
* @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right
* @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.
*/
_handleEvent: function(e, eventType, button, isClick) {
var target = this._target,
targets = this.targets || [],
options = {
e: e,
target: target,
subTargets: targets,
button: button || LEFT_CLICK,
isClick: isClick || false,
pointer: this._pointer,
absolutePointer: this._absolutePointer,
transform: this._currentTransform
};
if (eventType === 'up') {
options.currentTarget = this.findTarget(e);
options.currentSubTargets = this.targets;
}
this.fire('mouse:' + eventType, options);
target && target.fire('mouse' + eventType, options);
for (var i = 0; i < targets.length; i++) {
targets[i].fire('mouse' + eventType, options);
}
},
/**
* @private
* @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event
*/
_finalizeCurrentTransform: function(e) {
var transform = this._currentTransform,
target = transform.target,
options = {
e: e,
target: target,
transform: transform,
action: transform.action,
};
if (target._scaling) {
target._scaling = false;
}
target.setCoords();
if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {
this._fire('modified', options);
}
},
/**
* @private
* @param {Event} e Event object fired on mousedown
*/
_onMouseDownInDrawingMode: function(e) {
this._isCurrentlyDrawing = true;
if (this.getActiveObject()) {
this.discardActiveObject(e).requestRenderAll();
}
var pointer = this.getPointer(e);
this.freeDrawingBrush.onMouseDown(pointer, { e: e, pointer: pointer });
this._handleEvent(e, 'down');
},
/**
* @private
* @param {Event} e Event object fired on mousemove
*/
_onMouseMoveInDrawingMode: function(e) {
if (this._isCurrentlyDrawing) {
var pointer = this.getPointer(e);
this.freeDrawingBrush.onMouseMove(pointer, { e: e, pointer: pointer });
}
this.setCursor(this.freeDrawingCursor);
this._handleEvent(e, 'move');
},
/**
* @private
* @param {Event} e Event object fired on mouseup
*/
_onMouseUpInDrawingMode: function(e) {
var pointer = this.getPointer(e);
this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({ e: e, pointer: pointer });
this._handleEvent(e, 'up');
},
/**
* Method that defines the actions when mouse is clicked on canvas.
* The method inits the currentTransform parameters and renders all the
* canvas so the current image can be placed on the top canvas and the rest
* in on the container one.
* @private
* @param {Event} e Event object fired on mousedown
*/
__onMouseDown: function (e) {
this._cacheTransformEventData(e);
this._handleEvent(e, 'down:before');
var target = this._target;
// if right click just fire events
if (checkClick(e, RIGHT_CLICK)) {
if (this.fireRightClick) {
this._handleEvent(e, 'down', RIGHT_CLICK);
}
return;
}
if (checkClick(e, MIDDLE_CLICK)) {
if (this.fireMiddleClick) {
this._handleEvent(e, 'down', MIDDLE_CLICK);
}
return;
}
if (this.isDrawingMode) {
this._onMouseDownInDrawingMode(e);
return;
}
if (!this._isMainEvent(e)) {
return;
}
// ignore if some object is being transformed at this moment
if (this._currentTransform) {
return;
}
var pointer = this._pointer;
// save pointer for check in __onMouseUp event
this._previousPointer = pointer;
var shouldRender = this._shouldRender(target),
shouldGroup = this._shouldGroup(e, target);
if (this._shouldClearSelection(e, target)) {
this.discardActiveObject(e);
}
else if (shouldGroup) {
this._handleGrouping(e, target);
target = this._activeObject;
}
if (this.selection && (!target ||
(!target.selectable && !target.isEditing && target !== this._activeObject))) {
this._groupSelector = {
ex: this._absolutePointer.x,
ey: this._absolutePointer.y,
top: 0,
left: 0
};
}
if (target) {
var alreadySelected = target === this._activeObject;
if (target.selectable && target.activeOn === 'down') {
this.setActiveObject(target, e);
}
var corner = target._findTargetCorner(
this.getPointer(e, true),
fabric.util.isTouchEvent(e)
);
target.__corner = corner;
if (target === this._activeObject && (corner || !shouldGroup)) {
this._setupCurrentTransform(e, target, alreadySelected);
var control = target.controls[corner],
pointer = this.getPointer(e),
mouseDownHandler = control && control.getMouseDownHandler(e, target, control);
if (mouseDownHandler) {
mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);
}
}
}
this._handleEvent(e, 'down');
// we must renderAll so that we update the visuals
(shouldRender || shouldGroup) && this.requestRenderAll();
},
/**
* reset cache form common information needed during event processing
* @private
*/
_resetTransformEventData: function() {
this._target = null;
this._pointer = null;
this._absolutePointer = null;
},
/**
* Cache common information needed during event processing
* @private
* @param {Event} e Event object fired on event
*/
_cacheTransformEventData: function(e) {
// reset in order to avoid stale caching
this._resetTransformEventData();
this._pointer = this.getPointer(e, true);
this._absolutePointer = this.restorePointerVpt(this._pointer);
this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;
},
/**
* @private
*/
_beforeTransform: function(e) {
var t = this._currentTransform;
this.stateful && t.target.saveState();
this.fire('before:transform', {
e: e,
transform: t,
});
},
/**
* Method that defines the actions when mouse is hovering the canvas.
* The currentTransform parameter will define whether the user is rotating/scaling/translating
* an image or neither of them (only hovering). A group selection is also possible and would cancel
* all any other type of action.
* In case of an image transformation only the top canvas will be rendered.
* @private
* @param {Event} e Event object fired on mousemove
*/
__onMouseMove: function (e) {
this._handleEvent(e, 'move:before');
this._cacheTransformEventData(e);
var target, pointer;
if (this.isDrawingMode) {
this._onMouseMoveInDrawingMode(e);
return;
}
if (!this._isMainEvent(e)) {
return;
}
var groupSelector = this._groupSelector;
// We initially clicked in an empty area, so we draw a box for multiple selection
if (groupSelector) {
pointer = this._absolutePointer;
groupSelector.left = pointer.x - groupSelector.ex;
groupSelector.top = pointer.y - groupSelector.ey;
this.renderTop();
}
else if (!this._currentTransform) {
target = this.findTarget(e) || null;
this._setCursorFromEvent(e, target);
this._fireOverOutEvents(target, e);
}
else {
this._transformObject(e);
}
this._handleEvent(e, 'move');
this._resetTransformEventData();
},
/**
* Manage the mouseout, mouseover events for the fabric object on the canvas
* @param {Fabric.Object} target the target where the target from the mousemove event
* @param {Event} e Event object fired on mousemove
* @private
*/
_fireOverOutEvents: function(target, e) {
var _hoveredTarget = this._hoveredTarget,
_hoveredTargets = this._hoveredTargets, targets = this.targets,
length = Math.max(_hoveredTargets.length, targets.length);
this.fireSyntheticInOutEvents(target, e, {
oldTarget: _hoveredTarget,
evtOut: 'mouseout',
canvasEvtOut: 'mouse:out',
evtIn: 'mouseover',
canvasEvtIn: 'mouse:over',
});
for (var i = 0; i < length; i++){
this.fireSyntheticInOutEvents(targets[i], e, {
oldTarget: _hoveredTargets[i],
evtOut: 'mouseout',
evtIn: 'mouseover',
});
}
this._hoveredTarget = target;
this._hoveredTargets = this.targets.concat();
},
/**
* Manage the dragEnter, dragLeave events for the fabric objects on the canvas
* @param {Fabric.Object} target the target where the target from the onDrag event
* @param {Event} e Event object fired on ondrag
* @private
*/
_fireEnterLeaveEvents: function(target, e) {
var _draggedoverTarget = this._draggedoverTarget,
_hoveredTargets = this._hoveredTargets, targets = this.targets,
length = Math.max(_hoveredTargets.length, targets.length);
this.fireSyntheticInOutEvents(target, e, {
oldTarget: _draggedoverTarget,
evtOut: 'dragleave',
evtIn: 'dragenter',
});
for (var i = 0; i < length; i++) {
this.fireSyntheticInOutEvents(targets[i], e, {
oldTarget: _hoveredTargets[i],
evtOut: 'dragleave',
evtIn: 'dragenter',
});
}
this._draggedoverTarget = target;
},
/**
* Manage the synthetic in/out events for the fabric objects on the canvas
* @param {Fabric.Object} target the target where the target from the supported events
* @param {Event} e Event object fired
* @param {Object} config configuration for the function to work
* @param {String} config.targetName property on the canvas where the old target is stored
* @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out
* @param {String} config.evtOut name of the event to fire for out
* @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in
* @param {String} config.evtIn name of the event to fire for in
* @private
*/
fireSyntheticInOutEvents: function(target, e, config) {
var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires,
targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;
if (targetChanged) {
inOpt = { e: e, target: target, previousTarget: oldTarget };
outOpt = { e: e, target: oldTarget, nextTarget: target };
}
inFires = target && targetChanged;
outFires = oldTarget && targetChanged;
if (outFires) {
canvasEvtOut && this.fire(canvasEvtOut, outOpt);
oldTarget.fire(config.evtOut, outOpt);
}
if (inFires) {
canvasEvtIn && this.fire(canvasEvtIn, inOpt);
target.fire(config.evtIn, inOpt);
}
},
/**
* Method that defines actions when an Event Mouse Wheel
* @param {Event} e Event object fired on mouseup
*/
__onMouseWheel: function(e) {
this._cacheTransformEventData(e);
this._handleEvent(e, 'wheel');
this._resetTransformEventData();
},
/**
* @private
* @param {Event} e Event fired on mousemove
*/
_transformObject: function(e) {
var pointer = this.getPointer(e),
transform = this._currentTransform;
transform.reset = false;
transform.shiftKey = e.shiftKey;
transform.altKey = e[this.centeredKey];
this._performTransformAction(e, transform, pointer);
transform.actionPerformed && this.requestRenderAll();
},
/**
* @private
*/
_performTransformAction: function(e, transform, pointer) {
var x = pointer.x,
y = pointer.y,
action = transform.action,
actionPerformed = false,
actionHandler = transform.actionHandler;
// this object could be created from the function in the control handlers
if (actionHandler) {
actionPerformed = actionHandler(e, transform, x, y);
}
if (action === 'drag' && actionPerformed) {
transform.target.isMoving = true;
this.setCursor(transform.target.moveCursor || this.moveCursor);
}
transform.actionPerformed = transform.actionPerformed || actionPerformed;
},
/**
* @private
*/
_fire: fabric.controlsUtils.fireEvent,
/**
* Sets the cursor depending on where the canvas is being hovered.
* Note: very buggy in Opera
* @param {Event} e Event object
* @param {Object} target Object that the mouse is hovering, if so.
*/
_setCursorFromEvent: function (e, target) {
if (!target) {
this.setCursor(this.defaultCursor);
return false;
}
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
corner = (!activeSelection || !activeSelection.contains(target))
// here we call findTargetCorner always with undefined for the touch parameter.
// we assume that if you are using a cursor you do not need to interact with
// the bigger touch area.
&& target._findTargetCorner(this.getPointer(e, true));
if (!corner) {
if (target.subTargetCheck){
// hoverCursor should come from top-most subTarget,
// so we walk the array backwards
this.targets.concat().reverse().map(function(_target){
hoverCursor = _target.hoverCursor || hoverCursor;
});
}
this.setCursor(hoverCursor);
}
else {
this.setCursor(this.getCornerCursor(corner, target, e));
}
},
/**
* @private
*/
getCornerCursor: function(corner, target, e) {
var control = target.controls[corner];
return control.cursorStyleHandler(e, control, target);
}
});
})();
(function() {
var min = Math.min,
max = Math.max;
fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {
/**
* @private
* @param {Event} e Event object
* @param {fabric.Object} target
* @return {Boolean}
*/
_shouldGroup: function(e, target) {
var activeObject = this._activeObject;
return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&
(activeObject !== target || activeObject.type === 'activeSelection') && !target.onSelect({ e: e });
},
/**
* @private
* @param {Event} e Event object
* @param {fabric.Object} target
*/
_handleGrouping: function (e, target) {
var activeObject = this._activeObject;
// avoid multi select when shift click on a corner
if (activeObject.__corner) {
return;
}
if (target === activeObject) {
// if it's a group, find target again, using activeGroup objects
target = this.findTarget(e, true);
// if even object is not found or we are on activeObjectCorner, bail out
if (!target || !target.selectable) {
return;
}
}
if (activeObject && activeObject.type === 'activeSelection') {
this._updateActiveSelection(target, e);
}
else {
this._createActiveSelection(target, e);
}
},
/**
* @private
*/
_updateActiveSelection: function(target, e) {
var activeSelection = this._activeObject,
currentActiveObjects = activeSelection._objects.slice(0);
if (activeSelection.contains(target)) {
activeSelection.removeWithUpdate(target);
this._hoveredTarget = target;
this._hoveredTargets = this.targets.concat();
if (activeSelection.size() === 1) {
// activate last remaining object
this._setActiveObject(activeSelection.item(0), e);
}
}
else {
activeSelection.addWithUpdate(target);
this._hoveredTarget = activeSelection;
this._hoveredTargets = this.targets.concat();
}
this._fireSelectionEvents(currentActiveObjects, e);
},
/**
* @private
*/
_createActiveSelection: function(target, e) {
var currentActives = this.getActiveObjects(), group = this._createGroup(target);
this._hoveredTarget = group;
// ISSUE 4115: should we consider subTargets here?
// this._hoveredTargets = [];
// this._hoveredTargets = this.targets.concat();
this._setActiveObject(group, e);
this._fireSelectionEvents(currentActives, e);
},
/**
* @private
* @param {Object} target
*/
_createGroup: function(target) {
var objects = this._objects,
isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),
groupObjects = isActiveLower
? [this._activeObject, target]
: [target, this._activeObject];
this._activeObject.isEditing && this._activeObject.exitEditing();
return new fabric.ActiveSelection(groupObjects, {
canvas: this
});
},
/**
* @private
* @param {Event} e mouse event
*/
_groupSelectedObjects: function (e) {
var group = this._collectObjects(e),
aGroup;
// do not create group for 1 element only
if (group.length === 1) {
this.setActiveObject(group[0], e);
}
else if (group.length > 1) {
aGroup = new fabric.ActiveSelection(group.reverse(), {
canvas: this
});
this.setActiveObject(aGroup, e);
}
},
/**
* @private
*/
_collectObjects: function(e) {
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;
// we iterate reverse order to collect top first in case of click.
for (var i = this._objects.length; i--; ) {
currentObject = this._objects[i];
if (!currentObject || !currentObject.selectable || !currentObject.visible) {
continue;
}
if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true)) ||
currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) ||
(allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true)) ||
(allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true))
) {
group.push(currentObject);
// only add one object if it's a click
if (isClick) {
break;
}
}
}
if (group.length > 1) {
group = group.filter(function(object) {
return !object.onSelect({ e: e });
});
}
return group;
},
/**
* @private
*/
_maybeGroupObjects: function(e) {
if (this.selection && this._groupSelector) {
this._groupSelectedObjects(e);
}
this.setCursor(this.defaultCursor);
// clear selection and current transformation
this._groupSelector = null;
}
});
})();
(function () {
fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {
/**
* Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately
* @param {Object} [options] Options object
* @param {String} [options.format=png] The format of the output image. Either "jpeg" or "png"
* @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.
* @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent
* @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
* @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
* @param {Number} [options.width] Cropping width. Introduced in v1.2.14
* @param {Number} [options.height] Cropping height. Introduced in v1.2.14
* @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0
* @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format
* @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}
* @example <caption>Generate jpeg dataURL with lower quality</caption>
* var dataURL = canvas.toDataURL({
* format: 'jpeg',
* quality: 0.8
* });
* @example <caption>Generate cropped png dataURL (clipping of canvas)</caption>
* var dataURL = canvas.toDataURL({
* format: 'png',
* left: 100,
* top: 100,
* width: 200,
* height: 200
* });
* @example <caption>Generate double scaled png dataURL</caption>
* var dataURL = canvas.toDataURL({
* format: 'png',
* multiplier: 2
* });
*/
toDataURL: function (options) {
options || (options = { });
var format = options.format || 'png',
quality = options.quality || 1,
multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1),
canvasEl = this.toCanvasElement(multiplier, options);
return fabric.util.toDataURL(canvasEl, format, quality);
},
/**
* Create a new HTMLCanvas element painted with the current canvas content.
* No need to resize the actual one or repaint it.
* Will transfer object ownership to a new canvas, paint it, and set everything back.
* This is an intermediary step used to get to a dataUrl but also it is useful to
* create quick image copies of a canvas without passing for the dataUrl string
* @param {Number} [multiplier] a zoom factor.
* @param {Object} [cropping] Cropping informations
* @param {Number} [cropping.left] Cropping left offset.
* @param {Number} [cropping.top] Cropping top offset.
* @param {Number} [cropping.width] Cropping width.
* @param {Number} [cropping.height] Cropping height.
*/
toCanvasElement: function(multiplier, cropping) {
multiplier = multiplier || 1;
cropping = cropping || { };
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 = [newZoom, 0, 0, newZoom, translateX, translateY],
originalRetina = this.enableRetinaScaling,
canvasEl = fabric.util.createCanvasElement(),
originalContextTop = this.contextTop;
canvasEl.width = scaledWidth;
canvasEl.height = scaledHeight;
this.contextTop = null;
this.enableRetinaScaling = false;
this.interactive = false;
this.viewportTransform = newVp;
this.width = scaledWidth;
this.height = scaledHeight;
this.calcViewportBoundaries();
this.renderCanvas(canvasEl.getContext('2d'), this._objects);
this.viewportTransform = vp;
this.width = originalWidth;
this.height = originalHeight;
this.calcViewportBoundaries();
this.interactive = originalInteractive;
this.enableRetinaScaling = originalRetina;
this.contextTop = originalContextTop;
return canvasEl;
},
});
})();
fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {
/**
* Populates canvas with data from the specified JSON.
* JSON format must conform to the one of {@link fabric.Canvas#toJSON}
* @param {String|Object} json JSON string or object
* @param {Function} callback Callback, invoked when json is parsed
* and corresponding objects (e.g: {@link fabric.Image})
* are initialized
* @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.
* @return {fabric.Canvas} instance
* @chainable
* @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}
* @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}
* @example <caption>loadFromJSON</caption>
* canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));
* @example <caption>loadFromJSON with reviver</caption>
* canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {
* // `o` = json object
* // `object` = fabric.Object instance
* // ... do some stuff ...
* });
*/
loadFromJSON: function (json, callback, reviver) {
if (!json) {
return;
}
// serialize if it wasn't already
var serialized = (typeof json === 'string')
? JSON.parse(json)
: fabric.util.object.clone(json);
var _this = this,
clipPath = serialized.clipPath,
renderOnAddRemove = this.renderOnAddRemove;
this.renderOnAddRemove = false;
delete serialized.clipPath;
this._enlivenObjects(serialized.objects, function (enlivenedObjects) {
_this.clear();
_this._setBgOverlay(serialized, function () {
if (clipPath) {
_this._enlivenObjects([clipPath], function (enlivenedCanvasClip) {
_this.clipPath = enlivenedCanvasClip[0];
_this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);
});
}
else {
_this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);
}
});
}, reviver);
return this;
},
/**
* @private
* @param {Object} serialized Object with background and overlay information
* @param {Array} restored canvas objects
* @param {Function} cached renderOnAddRemove callback
* @param {Function} callback Invoked after all background and overlay images/patterns loaded
*/
__setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {
var _this = this;
enlivenedObjects.forEach(function(obj, index) {
// we splice the array just in case some custom classes restored from JSON
// will add more object to canvas at canvas init.
_this.insertAt(obj, index);
});
this.renderOnAddRemove = renderOnAddRemove;
// remove parts i cannot set as options
delete serialized.objects;
delete serialized.backgroundImage;
delete serialized.overlayImage;
delete serialized.background;
delete serialized.overlay;
// this._initOptions does too many things to just
// call it. Normally loading an Object from JSON
// create the Object instance. Here the Canvas is
// already an instance and we are just loading things over it
this._setOptions(serialized);
this.renderAll();
callback && callback();
},
/**
* @private
* @param {Object} serialized Object with background and overlay information
* @param {Function} callback Invoked after all background and overlay images/patterns loaded
*/
_setBgOverlay: function(serialized, callback) {
var loaded = {
backgroundColor: false,
overlayColor: false,
backgroundImage: false,
overlayImage: false
};
if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {
callback && callback();
return;
}
var cbIfLoaded = function () {
if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {
callback && callback();
}
};
this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);
this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);
this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);
this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);
},
/**
* @private
* @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)
* @param {(Object|String)} value Value to set
* @param {Object} loaded Set loaded property to true if property is set
* @param {Object} callback Callback function to invoke after property is set
*/
__setBgOverlay: function(property, value, loaded, callback) {
var _this = this;
if (!value) {
loaded[property] = true;
callback && callback();
return;
}
if (property === 'backgroundImage' || property === 'overlayImage') {
fabric.util.enlivenObjects([value], function(enlivedObject){
_this[property] = enlivedObject[0];
loaded[property] = true;
callback && callback();
});
}
else {
this['set' + fabric.util.string.capitalize(property, true)](value, function() {
loaded[property] = true;
callback && callback();
});
}
},
/**
* @private
* @param {Array} objects
* @param {Function} callback
* @param {Function} [reviver]
*/
_enlivenObjects: function (objects, callback, reviver) {
if (!objects || objects.length === 0) {
callback && callback([]);
return;
}
fabric.util.enlivenObjects(objects, function(enlivenedObjects) {
callback && callback(enlivenedObjects);
}, null, reviver);
},
/**
* @private
* @param {String} format
* @param {Function} callback
*/
_toDataURL: function (format, callback) {
this.clone(function (clone) {
callback(clone.toDataURL(format));
});
},
/**
* @private
* @param {String} format
* @param {Number} multiplier
* @param {Function} callback
*/
_toDataURLWithMultiplier: function (format, multiplier, callback) {
this.clone(function (clone) {
callback(clone.toDataURLWithMultiplier(format, multiplier));
});
},
/**
* Clones canvas instance
* @param {Object} [callback] Receives cloned instance as a first argument
* @param {Array} [properties] Array of properties to include in the cloned canvas and children
*/
clone: function (callback, properties) {
var data = JSON.stringify(this.toJSON(properties));
this.cloneWithoutData(function(clone) {
clone.loadFromJSON(data, function() {
callback && callback(clone);
});
});
},
/**
* Clones canvas instance without cloning existing data.
* This essentially copies canvas dimensions, clipping properties, etc.
* but leaves data empty (so that you can populate it with your own)
* @param {Object} [callback] Receives cloned instance as a first argument
*/
cloneWithoutData: function(callback) {
var el = fabric.util.createCanvasElement();
el.width = this.width;
el.height = this.height;
var clone = new fabric.Canvas(el);
if (this.backgroundImage) {
clone.setBackgroundImage(this.backgroundImage.src, function() {
clone.renderAll();
callback && callback(clone);
});
clone.backgroundImageOpacity = this.backgroundImageOpacity;
clone.backgroundImageStretch = this.backgroundImageStretch;
}
else {
callback && callback(clone);
}
}
});
(function(global) {
'use strict';
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;
if (fabric.Object) {
return;
}
/**
* Root object class from which all 2d shape classes inherit from
* @class fabric.Object
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}
* @see {@link fabric.Object#initialize} for constructor definition
*
* @fires added
* @fires removed
*
* @fires selected
* @fires deselected
* @fires modified
* @fires modified
* @fires moved
* @fires scaled
* @fires rotated
* @fires skewed
*
* @fires rotating
* @fires scaling
* @fires moving
* @fires skewing
*
* @fires mousedown
* @fires mouseup
* @fires mouseover
* @fires mouseout
* @fires mousewheel
* @fires mousedblclick
*
* @fires dragover
* @fires dragenter
* @fires dragleave
* @fires drop
*/
fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {
/**
* Type of an object (rect, circle, path, etc.).
* Note that this property is meant to be read-only and not meant to be modified.
* If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.
* @type String
* @default
*/
type: 'object',
/**
* Horizontal origin of transformation of an object (one of "left", "right", "center")
* See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups
* @type String
* @default
*/
originX: 'left',
/**
* Vertical origin of transformation of an object (one of "top", "bottom", "center")
* See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups
* @type String
* @default
*/
originY: 'top',
/**
* 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}
* @type Number
* @default
*/
top: 0,
/**
* 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}
* @type Number
* @default
*/
left: 0,
/**
* Object width
* @type Number
* @default
*/
width: 0,
/**
* Object height
* @type Number
* @default
*/
height: 0,
/**
* Object scale factor (horizontal)
* @type Number
* @default
*/
scaleX: 1,
/**
* Object scale factor (vertical)
* @type Number
* @default
*/
scaleY: 1,
/**
* When true, an object is rendered as flipped horizontally
* @type Boolean
* @default
*/
flipX: false,
/**
* When true, an object is rendered as flipped vertically
* @type Boolean
* @default
*/
flipY: false,
/**
* Opacity of an object
* @type Number
* @default
*/
opacity: 1,
/**
* Angle of rotation of an object (in degrees)
* @type Number
* @default
*/
angle: 0,
/**
* Angle of skew on x axes of an object (in degrees)
* @type Number
* @default
*/
skewX: 0,
/**
* Angle of skew on y axes of an object (in degrees)
* @type Number
* @default
*/
skewY: 0,
/**
* Size of object's controlling corners (in pixels)
* @type Number
* @default
*/
cornerSize: 13,
/**
* Size of object's controlling corners when touch interaction is detected
* @type Number
* @default
*/
touchCornerSize: 24,
/**
* When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)
* @type Boolean
* @default
*/
transparentCorners: true,
/**
* Default cursor value used when hovering over this object on canvas
* @type String
* @default
*/
hoverCursor: null,
/**
* Default cursor value used when moving this object on canvas
* @type String
* @default
*/
moveCursor: null,
/**
* Padding between object and its controlling borders (in pixels)
* @type Number
* @default
*/
padding: 0,
/**
* Color of controlling borders of an object (when it's active)
* @type String
* @default
*/
borderColor: 'rgb(178,204,255)',
/**
* Array specifying dash pattern of an object's borders (hasBorder must be true)
* @since 1.6.2
* @type Array
*/
borderDashArray: null,
/**
* Color of controlling corners of an object (when it's active)
* @type String
* @default
*/
cornerColor: 'rgb(178,204,255)',
/**
* Color of controlling corners of an object (when it's active and transparentCorners false)
* @since 1.6.2
* @type String
* @default
*/
cornerStrokeColor: null,
/**
* Specify style of control, 'rect' or 'circle'
* @since 1.6.2
* @type String
*/
cornerStyle: 'rect',
/**
* Array specifying dash pattern of an object's control (hasBorder must be true)
* @since 1.6.2
* @type Array
*/
cornerDashArray: null,
/**
* When true, this object will use center point as the origin of transformation
* when being scaled via the controls.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
centeredScaling: false,
/**
* When true, this object will use center point as the origin of transformation
* when being rotated via the controls.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
centeredRotation: true,
/**
* Color of object's fill
* takes css colors https://www.w3.org/TR/css-color-3/
* @type String
* @default
*/
fill: 'rgb(0,0,0)',
/**
* Fill rule used to fill an object
* accepted values are nonzero, evenodd
* <b>Backwards incompatibility note:</b> This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)
* @type String
* @default
*/
fillRule: 'nonzero',
/**
* Composite rule used for canvas globalCompositeOperation
* @type String
* @default
*/
globalCompositeOperation: 'source-over',
/**
* Background color of an object.
* takes css colors https://www.w3.org/TR/css-color-3/
* @type String
* @default
*/
backgroundColor: '',
/**
* Selection Background color of an object. colored layer behind the object when it is active.
* does not mix good with globalCompositeOperation methods.
* @type String
* @default
*/
selectionBackgroundColor: '',
/**
* When defined, an object is rendered via stroke and this property specifies its color
* takes css colors https://www.w3.org/TR/css-color-3/
* @type String
* @default
*/
stroke: null,
/**
* Width of a stroke used to render this object
* @type Number
* @default
*/
strokeWidth: 1,
/**
* Array specifying dash pattern of an object's stroke (stroke must be defined)
* @type Array
*/
strokeDashArray: null,
/**
* Line offset of an object's stroke
* @type Number
* @default
*/
strokeDashOffset: 0,
/**
* Line endings style of an object's stroke (one of "butt", "round", "square")
* @type String
* @default
*/
strokeLineCap: 'butt',
/**
* Corner style of an object's stroke (one of "bevel", "round", "miter")
* @type String
* @default
*/
strokeLineJoin: 'miter',
/**
* Maximum miter length (used for strokeLineJoin = "miter") of an object's stroke
* @type Number
* @default
*/
strokeMiterLimit: 4,
/**
* Shadow object representing shadow of this shape
* @type fabric.Shadow
* @default
*/
shadow: null,
/**
* Opacity of object's controlling borders when object is active and moving
* @type Number
* @default
*/
borderOpacityWhenMoving: 0.4,
/**
* Scale factor of object's controlling borders
* bigger number will make a thicker border
* border is 1, so this is basically a border thickness
* since there is no way to change the border itself.
* @type Number
* @default
*/
borderScaleFactor: 1,
/**
* Minimum allowed scale value of an object
* @type Number
* @default
*/
minScaleLimit: 0,
/**
* When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).
* But events still fire on it.
* @type Boolean
* @default
*/
selectable: true,
/**
* When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4
* @type Boolean
* @default
*/
evented: true,
/**
* When set to `false`, an object is not rendered on canvas
* @type Boolean
* @default
*/
visible: true,
/**
* When set to `false`, object's controls are not displayed and can not be used to manipulate object
* @type Boolean
* @default
*/
hasControls: true,
/**
* When set to `false`, object's controlling borders are not rendered
* @type Boolean
* @default
*/
hasBorders: true,
/**
* When set to `true`, objects are "found" on canvas on per-pixel basis rather than according to bounding box
* @type Boolean
* @default
*/
perPixelTargetFind: false,
/**
* When `false`, default object's values are not included in its serialization
* @type Boolean
* @default
*/
includeDefaultValues: true,
/**
* When `true`, object horizontal movement is locked
* @type Boolean
* @default
*/
lockMovementX: false,
/**
* When `true`, object vertical movement is locked
* @type Boolean
* @default
*/
lockMovementY: false,
/**
* When `true`, object rotation is locked
* @type Boolean
* @default
*/
lockRotation: false,
/**
* When `true`, object horizontal scaling is locked
* @type Boolean
* @default
*/
lockScalingX: false,
/**
* When `true`, object vertical scaling is locked
* @type Boolean
* @default
*/
lockScalingY: false,
/**
* When `true`, object horizontal skewing is locked
* @type Boolean
* @default
*/
lockSkewingX: false,
/**
* When `true`, object vertical skewing is locked
* @type Boolean
* @default
*/
lockSkewingY: false,
/**
* When `true`, object cannot be flipped by scaling into negative values
* @type Boolean
* @default
*/
lockScalingFlip: false,
/**
* When `true`, object is not exported in OBJECT/JSON
* @since 1.6.3
* @type Boolean
* @default
*/
excludeFromExport: false,
/**
* When `true`, object is cached on an additional canvas.
* When `false`, object is not cached unless necessary ( clipPath )
* default to true
* @since 1.7.0
* @type Boolean
* @default true
*/
objectCaching: objectCaching,
/**
* When `true`, object properties are checked for cache invalidation. In some particular
* situation you may want this to be disabled ( spray brush, very big, groups)
* or if your application does not allow you to modify properties for groups child you want
* to disable it for groups.
* default to false
* since 1.7.0
* @type Boolean
* @default false
*/
statefullCache: false,
/**
* When `true`, cache does not get updated during scaling. The picture will get blocky if scaled
* too much and will be redrawn with correct details at the end of scaling.
* this setting is performance and application dependant.
* default to true
* since 1.7.0
* @type Boolean
* @default true
*/
noScaleCache: true,
/**
* When `false`, the stoke width will scale with the object.
* When `true`, the stroke will always match the exact pixel size entered for stroke width.
* this Property does not work on Text classes or drawing call that uses strokeText,fillText methods
* default to false
* @since 2.6.0
* @type Boolean
* @default false
* @type Boolean
* @default false
*/
strokeUniform: false,
/**
* When set to `true`, object's cache will be rerendered next render call.
* since 1.7.0
* @type Boolean
* @default true
*/
dirty: true,
/**
* keeps the value of the last hovered corner during mouse move.
* 0 is no corner, or 'mt', 'ml', 'mtr' etc..
* It should be private, but there is no harm in using it as
* a read-only property.
* @type number|string|any
* @default 0
*/
__corner: 0,
/**
* Determines if the fill or the stroke is drawn first (one of "fill" or "stroke")
* @type String
* @default
*/
paintFirst: 'fill',
/**
* When 'down', object is set to active on mousedown/touchstart
* When 'up', object is set to active on mouseup/touchend
* Experimental. Let's see if this breaks anything before supporting officially
* @private
* since 4.4.0
* @type String
* @default 'down'
*/
activeOn: 'down',
/**
* List of properties to consider when checking if state
* of an object is changed (fabric.Object#hasStateChanged)
* as well as for history (undo/redo) purposes
* @type Array
*/
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(' '),
/**
* List of properties to consider when checking if cache needs refresh
* Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single
* calls to Object.set(key, value). If the key is in this list, the object is marked as dirty
* and refreshed at the next render
* @type Array
*/
cacheProperties: (
'fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform' +
' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'
).split(' '),
/**
* List of properties to consider for animating colors.
* @type Array
*/
colorProperties: (
'fill stroke backgroundColor'
).split(' '),
/**
* a fabricObject that, without stroke define a clipping area with their shape. filled in black
* the clipPath object gets used when the object has rendered, and the context is placed in the center
* of the object cacheCanvas.
* If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'
* @type fabric.Object
*/
clipPath: undefined,
/**
* Meaningful ONLY when the object is used as clipPath.
* if true, the clipPath will make the object clip to the outside of the clipPath
* since 2.4.0
* @type boolean
* @default false
*/
inverted: false,
/**
* Meaningful ONLY when the object is used as clipPath.
* if true, the clipPath will have its top and left relative to canvas, and will
* not be influenced by the object transform. This will make the clipPath relative
* to the canvas, but clipping just a particular object.
* WARNING this is beta, this feature may change or be renamed.
* since 2.4.0
* @type boolean
* @default false
*/
absolutePositioned: false,
/**
* Constructor
* @param {Object} [options] Options object
*/
initialize: function(options) {
if (options) {
this.setOptions(options);
}
},
/**
* Create a the canvas used to keep the cached copy of the object
* @private
*/
_createCacheCanvas: function() {
this._cacheProperties = {};
this._cacheCanvas = fabric.util.createCanvasElement();
this._cacheContext = this._cacheCanvas.getContext('2d');
this._updateCacheCanvas();
// if canvas gets created, is empty, so dirty.
this.dirty = true;
},
/**
* Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal
* and each side do not cross fabric.cacheSideLimit
* those numbers are configurable so that you can get as much detail as you want
* making bargain with performances.
* @param {Object} dims
* @param {Object} dims.width width of canvas
* @param {Object} dims.height height of canvas
* @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache
* @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache
* @return {Object}.width width of canvas
* @return {Object}.height height of canvas
* @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache
* @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache
*/
_limitCacheSize: function(dims) {
var perfLimitSizeTotal = fabric.perfLimitSizeTotal,
width = dims.width, height = dims.height,
max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;
if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {
if (width < min) {
dims.width = min;
}
if (height < min) {
dims.height = min;
}
return dims;
}
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);
if (width > x) {
dims.zoomX /= width / x;
dims.width = x;
dims.capped = true;
}
if (height > y) {
dims.zoomY /= height / y;
dims.height = y;
dims.capped = true;
}
return dims;
},
/**
* Return the dimension and the zoom level needed to create a cache canvas
* big enough to host the object to be cached.
* @private
* @return {Object}.x width of object to be cached
* @return {Object}.y height of object to be cached
* @return {Object}.width width of canvas
* @return {Object}.height height of canvas
* @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache
* @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache
*/
_getCacheCanvasDimensions: function() {
var objectScale = this.getTotalObjectScaling(),
// caculate dimensions without skewing
dim = this._getTransformedDimensions(0, 0),
neededX = dim.x * objectScale.scaleX / this.scaleX,
neededY = dim.y * objectScale.scaleY / this.scaleY;
return {
// for sure this ALIASING_LIMIT is slightly creating problem
// in situation in which the cache canvas gets an upper limit
// also objectScale contains already scaleX and scaleY
width: neededX + ALIASING_LIMIT,
height: neededY + ALIASING_LIMIT,
zoomX: objectScale.scaleX,
zoomY: objectScale.scaleY,
x: neededX,
y: neededY
};
},
/**
* Update width and height of the canvas for cache
* returns true or false if canvas needed resize.
* @private
* @return {Boolean} true if the canvas has been resized
*/
_updateCacheCanvas: function() {
var targetCanvas = this.canvas;
if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {
var target = targetCanvas._currentTransform.target,
action = targetCanvas._currentTransform.action;
if (this === target && action.slice && action.slice(0, 5) === 'scale') {
return false;
}
}
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;
if (dimensionsChanged) {
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;
shouldResizeCanvas = sizeGrowing || sizeShrinking;
if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {
additionalWidth = width * 0.1;
additionalHeight = height * 0.1;
}
}
if (this instanceof fabric.Text && this.path) {
shouldRedraw = true;
shouldResizeCanvas = true;
additionalWidth += this.getHeightOfLine(0) * this.zoomX;
additionalHeight += this.getHeightOfLine(0) * this.zoomY;
}
if (shouldRedraw) {
if (shouldResizeCanvas) {
canvas.width = Math.ceil(width + additionalWidth);
canvas.height = Math.ceil(height + additionalHeight);
}
else {
this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);
this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);
}
drawingWidth = dims.x / 2;
drawingHeight = dims.y / 2;
this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;
this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;
this.cacheWidth = width;
this.cacheHeight = height;
this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);
this._cacheContext.scale(zoomX, zoomY);
this.zoomX = zoomX;
this.zoomY = zoomY;
return true;
}
return false;
},
/**
* Sets object's properties from options
* @param {Object} [options] Options object
*/
setOptions: function(options) {
this._setOptions(options);
this._initGradient(options.fill, 'fill');
this._initGradient(options.stroke, 'stroke');
this._initPattern(options.fill, 'fill');
this._initPattern(options.stroke, 'stroke');
},
/**
* Transforms context when rendering an object
* @param {CanvasRenderingContext2D} ctx Context
*/
transform: function(ctx) {
var needFullTransform = (this.group && !this.group._transformDone) ||
(this.group && this.canvas && ctx === this.canvas.contextTop);
var m = this.calcTransformMatrix(!needFullTransform);
ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
},
/**
* Returns an object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} Object representation of an instance
*/
toObject: function(propertiesToInclude) {
var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,
object = {
type: this.type,
version: fabric.version,
originX: this.originX,
originY: this.originY,
left: toFixed(this.left, NUM_FRACTION_DIGITS),
top: toFixed(this.top, NUM_FRACTION_DIGITS),
width: toFixed(this.width, NUM_FRACTION_DIGITS),
height: toFixed(this.height, NUM_FRACTION_DIGITS),
fill: (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,
stroke: (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,
strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),
strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,
strokeLineCap: this.strokeLineCap,
strokeDashOffset: this.strokeDashOffset,
strokeLineJoin: this.strokeLineJoin,
strokeUniform: this.strokeUniform,
strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),
scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),
scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),
angle: toFixed(this.angle, NUM_FRACTION_DIGITS),
flipX: this.flipX,
flipY: this.flipY,
opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),
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: toFixed(this.skewX, NUM_FRACTION_DIGITS),
skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS),
};
if (this.clipPath && !this.clipPath.excludeFromExport) {
object.clipPath = this.clipPath.toObject(propertiesToInclude);
object.clipPath.inverted = this.clipPath.inverted;
object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;
}
fabric.util.populateWithProperties(this, object, propertiesToInclude);
if (!this.includeDefaultValues) {
object = this._removeDefaultValues(object);
}
return object;
},
/**
* Returns (dataless) object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} Object representation of an instance
*/
toDatalessObject: function(propertiesToInclude) {
// will be overwritten by subclasses
return this.toObject(propertiesToInclude);
},
/**
* @private
* @param {Object} object
*/
_removeDefaultValues: function(object) {
var prototype = fabric.util.getKlass(object.type).prototype,
stateProperties = prototype.stateProperties;
stateProperties.forEach(function(prop) {
if (prop === 'left' || prop === 'top') {
return;
}
if (object[prop] === prototype[prop]) {
delete object[prop];
}
// basically a check for [] === []
if (Array.isArray(object[prop]) && Array.isArray(prototype[prop])
&& object[prop].length === 0 && prototype[prop].length === 0) {
delete object[prop];
}
});
return object;
},
/**
* Returns a string representation of an instance
* @return {String}
*/
toString: function() {
return '#<fabric.' + capitalize(this.type) + '>';
},
/**
* Return the object scale factor counting also the group scaling
* @return {Object} object with scaleX and scaleY properties
*/
getObjectScaling: function() {
// if the object is a top level one, on the canvas, we go for simple aritmetic
// otherwise the complex method with angles will return approximations and decimals
// and will likely kill the cache when not needed
// https://github.com/fabricjs/fabric.js/issues/7157
if (!this.group) {
return {
scaleX: this.scaleX,
scaleY: this.scaleY,
};
}
// if we are inside a group total zoom calculation is complex, we defer to generic matrices
var options = fabric.util.qrDecompose(this.calcTransformMatrix());
return { scaleX: Math.abs(options.scaleX), scaleY: Math.abs(options.scaleY) };
},
/**
* Return the object scale factor counting also the group scaling, zoom and retina
* @return {Object} object with scaleX and scaleY properties
*/
getTotalObjectScaling: function() {
var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;
if (this.canvas) {
var zoom = this.canvas.getZoom();
var retina = this.canvas.getRetinaScaling();
scaleX *= zoom * retina;
scaleY *= zoom * retina;
}
return { scaleX: scaleX, scaleY: scaleY };
},
/**
* Return the object opacity counting also the group property
* @return {Number}
*/
getObjectOpacity: function() {
var opacity = this.opacity;
if (this.group) {
opacity *= this.group.getObjectOpacity();
}
return opacity;
},
/**
* @private
* @param {String} key
* @param {*} value
* @return {fabric.Object} thisArg
*/
_set: function(key, value) {
var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),
isChanged = this[key] !== value, groupNeedsUpdate = false;
if (shouldConstrainValue) {
value = this._constrainScale(value);
}
if (key === 'scaleX' && value < 0) {
this.flipX = !this.flipX;
value *= -1;
}
else if (key === 'scaleY' && value < 0) {
this.flipY = !this.flipY;
value *= -1;
}
else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {
value = new fabric.Shadow(value);
}
else if (key === 'dirty' && this.group) {
this.group.set('dirty', value);
}
this[key] = value;
if (isChanged) {
groupNeedsUpdate = this.group && this.group.isOnACache();
if (this.cacheProperties.indexOf(key) > -1) {
this.dirty = true;
groupNeedsUpdate && this.group.set('dirty', true);
}
else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {
this.group.set('dirty', true);
}
}
return this;
},
/**
* This callback function is called by the parent group of an object every
* time a non-delegated property changes on the group. It is passed the key
* and value as parameters. Not adding in this function's signature to avoid
* Travis build error about unused variables.
*/
setOnGroup: function() {
// implemented by sub-classes, as needed.
},
/**
* Retrieves viewportTransform from Object's canvas if possible
* @method getViewportTransform
* @memberOf fabric.Object.prototype
* @return {Array}
*/
getViewportTransform: function() {
if (this.canvas && this.canvas.viewportTransform) {
return this.canvas.viewportTransform;
}
return fabric.iMatrix.concat();
},
/*
* @private
* return if the object would be visible in rendering
* @memberOf fabric.Object.prototype
* @return {Boolean}
*/
isNotVisible: function() {
return this.opacity === 0 ||
(!this.width && !this.height && this.strokeWidth === 0) ||
!this.visible;
},
/**
* Renders an object on a specified context
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
render: function(ctx) {
// do not render if width/height are zeros or object is not visible
if (this.isNotVisible()) {
return;
}
if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {
return;
}
ctx.save();
this._setupCompositeOperation(ctx);
this.drawSelectionBackground(ctx);
this.transform(ctx);
this._setOpacity(ctx);
this._setShadow(ctx, this);
if (this.shouldCache()) {
this.renderCache();
this.drawCacheOnCanvas(ctx);
}
else {
this._removeCacheCanvas();
this.dirty = false;
this.drawObject(ctx);
if (this.objectCaching && this.statefullCache) {
this.saveState({ propertySet: 'cacheProperties' });
}
}
ctx.restore();
},
renderCache: function(options) {
options = options || {};
if (!this._cacheCanvas || !this._cacheContext) {
this._createCacheCanvas();
}
if (this.isCacheDirty()) {
this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });
this.drawObject(this._cacheContext, options.forClipping);
this.dirty = false;
}
},
/**
* Remove cacheCanvas and its dimensions from the objects
*/
_removeCacheCanvas: function() {
this._cacheCanvas = null;
this._cacheContext = null;
this.cacheWidth = 0;
this.cacheHeight = 0;
},
/**
* return true if the object will draw a stroke
* Does not consider text styles. This is just a shortcut used at rendering time
* We want it to be an approximation and be fast.
* wrote to avoid extra caching, it has to return true when stroke happens,
* can guess when it will not happen at 100% chance, does not matter if it misses
* some use case where the stroke is invisible.
* @since 3.0.0
* @returns Boolean
*/
hasStroke: function() {
return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0;
},
/**
* return true if the object will draw a fill
* Does not consider text styles. This is just a shortcut used at rendering time
* We want it to be an approximation and be fast.
* wrote to avoid extra caching, it has to return true when fill happens,
* can guess when it will not happen at 100% chance, does not matter if it misses
* some use case where the fill is invisible.
* @since 3.0.0
* @returns Boolean
*/
hasFill: function() {
return this.fill && this.fill !== 'transparent';
},
/**
* When set to `true`, force the object to have its own cache, even if it is inside a group
* it may be needed when your object behave in a particular way on the cache and always needs
* its own isolated canvas to render correctly.
* Created to be overridden
* since 1.7.12
* @returns Boolean
*/
needsItsOwnCache: function() {
if (this.paintFirst === 'stroke' &&
this.hasFill() && this.hasStroke() && typeof this.shadow === 'object') {
return true;
}
if (this.clipPath) {
return true;
}
return false;
},
/**
* Decide if the object should cache or not. Create its own cache level
* objectCaching is a global flag, wins over everything
* needsItsOwnCache should be used when the object drawing method requires
* a cache step. None of the fabric classes requires it.
* Generally you do not cache objects in groups because the group outside is cached.
* Read as: cache if is needed, or if the feature is enabled but we are not already caching.
* @return {Boolean}
*/
shouldCache: function() {
this.ownCaching = this.needsItsOwnCache() || (
this.objectCaching &&
(!this.group || !this.group.isOnACache())
);
return this.ownCaching;
},
/**
* Check if this object or a child object will cast a shadow
* used by Group.shouldCache to know if child has a shadow recursively
* @return {Boolean}
*/
willDrawShadow: function() {
return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);
},
/**
* Execute the drawing operation for an object clipPath
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {fabric.Object} clipPath
*/
drawClipPathOnCache: function(ctx, clipPath) {
ctx.save();
// DEBUG: uncomment this line, comment the following
// ctx.globalAlpha = 0.4
if (clipPath.inverted) {
ctx.globalCompositeOperation = 'destination-out';
}
else {
ctx.globalCompositeOperation = 'destination-in';
}
//ctx.scale(1 / 2, 1 / 2);
if (clipPath.absolutePositioned) {
var m = fabric.util.invertTransform(this.calcTransformMatrix());
ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
}
clipPath.transform(ctx);
ctx.scale(1 / clipPath.zoomX, 1 / clipPath.zoomY);
ctx.drawImage(clipPath._cacheCanvas, -clipPath.cacheTranslationX, -clipPath.cacheTranslationY);
ctx.restore();
},
/**
* Execute the drawing operation for an object on a specified context
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
drawObject: function(ctx, forClipping) {
var originalFill = this.fill, originalStroke = this.stroke;
if (forClipping) {
this.fill = 'black';
this.stroke = '';
this._setClippingProperties(ctx);
}
else {
this._renderBackground(ctx);
}
this._render(ctx);
this._drawClipPath(ctx, this.clipPath);
this.fill = originalFill;
this.stroke = originalStroke;
},
/**
* Prepare clipPath state and cache and draw it on instance's cache
* @param {CanvasRenderingContext2D} ctx
* @param {fabric.Object} clipPath
*/
_drawClipPath: function (ctx, clipPath) {
if (!clipPath) { return; }
// needed to setup a couple of variables
// path canvas gets overridden with this one.
// TODO find a better solution?
clipPath.canvas = this.canvas;
clipPath.shouldCache();
clipPath._transformDone = true;
clipPath.renderCache({ forClipping: true });
this.drawClipPathOnCache(ctx, clipPath);
},
/**
* Paint the cached copy of the object on the target context.
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
drawCacheOnCanvas: function(ctx) {
ctx.scale(1 / this.zoomX, 1 / this.zoomY);
ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);
},
/**
* Check if cache is dirty
* @param {Boolean} skipCanvas skip canvas checks because this object is painted
* on parent canvas.
*/
isCacheDirty: function(skipCanvas) {
if (this.isNotVisible()) {
return false;
}
if (this._cacheCanvas && this._cacheContext && !skipCanvas && this._updateCacheCanvas()) {
// in this case the context is already cleared.
return true;
}
else {
if (this.dirty ||
(this.clipPath && this.clipPath.absolutePositioned) ||
(this.statefullCache && this.hasStateChanged('cacheProperties'))
) {
if (this._cacheCanvas && this._cacheContext && !skipCanvas) {
var width = this.cacheWidth / this.zoomX;
var height = this.cacheHeight / this.zoomY;
this._cacheContext.clearRect(-width / 2, -height / 2, width, height);
}
return true;
}
}
return false;
},
/**
* Draws a background for the object big as its untransformed dimensions
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderBackground: function(ctx) {
if (!this.backgroundColor) {
return;
}
var dim = this._getNonTransformedDimensions();
ctx.fillStyle = this.backgroundColor;
ctx.fillRect(
-dim.x / 2,
-dim.y / 2,
dim.x,
dim.y
);
// if there is background color no other shadows
// should be casted
this._removeShadow(ctx);
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_setOpacity: function(ctx) {
if (this.group && !this.group._transformDone) {
ctx.globalAlpha = this.getObjectOpacity();
}
else {
ctx.globalAlpha *= this.opacity;
}
},
_setStrokeStyles: function(ctx, decl) {
var stroke = decl.stroke;
if (stroke) {
ctx.lineWidth = decl.strokeWidth;
ctx.lineCap = decl.strokeLineCap;
ctx.lineDashOffset = decl.strokeDashOffset;
ctx.lineJoin = decl.strokeLineJoin;
ctx.miterLimit = decl.strokeMiterLimit;
if (stroke.toLive) {
if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) {
// need to transform gradient in a pattern.
// this is a slow process. If you are hitting this codepath, and the object
// is not using caching, you should consider switching it on.
// we need a canvas as big as the current object caching canvas.
this._applyPatternForTransformedGradient(ctx, stroke);
}
else {
// is a simple gradient or pattern
ctx.strokeStyle = stroke.toLive(ctx, this);
this._applyPatternGradientTransform(ctx, stroke);
}
}
else {
// is a color
ctx.strokeStyle = decl.stroke;
}
}
},
_setFillStyles: function(ctx, decl) {
var fill = decl.fill;
if (fill) {
if (fill.toLive) {
ctx.fillStyle = fill.toLive(ctx, this);
this._applyPatternGradientTransform(ctx, decl.fill);
}
else {
ctx.fillStyle = fill;
}
}
},
_setClippingProperties: function(ctx) {
ctx.globalAlpha = 1;
ctx.strokeStyle = 'transparent';
ctx.fillStyle = '#000000';
},
/**
* @private
* Sets line dash
* @param {CanvasRenderingContext2D} ctx Context to set the dash line on
* @param {Array} dashArray array representing dashes
*/
_setLineDash: function(ctx, dashArray) {
if (!dashArray || dashArray.length === 0) {
return;
}
// Spec requires the concatenation of two copies the dash list when the number of elements is odd
if (1 & dashArray.length) {
dashArray.push.apply(dashArray, dashArray);
}
ctx.setLineDash(dashArray);
},
/**
* Renders controls and borders for the object
* the context here is not transformed
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Object} [styleOverride] properties to override the object style
*/
_renderControls: function(ctx, styleOverride) {
var vpt = this.getViewportTransform(),
matrix = this.calcTransformMatrix(),
options, drawBorders, drawControls;
styleOverride = styleOverride || { };
drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;
drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;
matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);
options = fabric.util.qrDecompose(matrix);
ctx.save();
ctx.translate(options.translateX, options.translateY);
ctx.lineWidth = 1 * this.borderScaleFactor;
if (!this.group) {
ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;
}
if (this.flipX) {
options.angle -= 180;
}
ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));
if (styleOverride.forActiveSelection || this.group) {
drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);
}
else {
drawBorders && this.drawBorders(ctx, styleOverride);
}
drawControls && this.drawControls(ctx, styleOverride);
ctx.restore();
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_setShadow: function(ctx) {
if (!this.shadow) {
return;
}
var shadow = this.shadow, canvas = this.canvas, scaling,
multX = (canvas && canvas.viewportTransform[0]) || 1,
multY = (canvas && canvas.viewportTransform[3]) || 1;
if (shadow.nonScaling) {
scaling = { scaleX: 1, scaleY: 1 };
}
else {
scaling = this.getObjectScaling();
}
if (canvas && canvas._isRetinaScaling()) {
multX *= fabric.devicePixelRatio;
multY *= fabric.devicePixelRatio;
}
ctx.shadowColor = shadow.color;
ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant *
(multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;
ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;
ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_removeShadow: function(ctx) {
if (!this.shadow) {
return;
}
ctx.shadowColor = '';
ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Object} filler fabric.Pattern or fabric.Gradient
* @return {Object} offset.offsetX offset for text rendering
* @return {Object} offset.offsetY offset for text rendering
*/
_applyPatternGradientTransform: function(ctx, filler) {
if (!filler || !filler.toLive) {
return { offsetX: 0, offsetY: 0 };
}
var t = filler.gradientTransform || filler.patternTransform;
var offsetX = -this.width / 2 + filler.offsetX || 0,
offsetY = -this.height / 2 + filler.offsetY || 0;
if (filler.gradientUnits === 'percentage') {
ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);
}
else {
ctx.transform(1, 0, 0, 1, offsetX, offsetY);
}
if (t) {
ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);
}
return { offsetX: offsetX, offsetY: offsetY };
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderPaintInOrder: function(ctx) {
if (this.paintFirst === 'stroke') {
this._renderStroke(ctx);
this._renderFill(ctx);
}
else {
this._renderFill(ctx);
this._renderStroke(ctx);
}
},
/**
* @private
* function that actually render something on the context.
* empty here to allow Obects to work on tests to benchmark fabric functionalites
* not related to rendering
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_render: function(/* ctx */) {
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderFill: function(ctx) {
if (!this.fill) {
return;
}
ctx.save();
this._setFillStyles(ctx, this);
if (this.fillRule === 'evenodd') {
ctx.fill('evenodd');
}
else {
ctx.fill();
}
ctx.restore();
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderStroke: function(ctx) {
if (!this.stroke || this.strokeWidth === 0) {
return;
}
if (this.shadow && !this.shadow.affectStroke) {
this._removeShadow(ctx);
}
ctx.save();
if (this.strokeUniform && this.group) {
var scaling = this.getObjectScaling();
ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);
}
else if (this.strokeUniform) {
ctx.scale(1 / this.scaleX, 1 / this.scaleY);
}
this._setLineDash(ctx, this.strokeDashArray);
this._setStrokeStyles(ctx, this);
ctx.stroke();
ctx.restore();
},
/**
* This function try to patch the missing gradientTransform on canvas gradients.
* transforming a context to transform the gradient, is going to transform the stroke too.
* we want to transform the gradient but not the stroke operation, so we create
* a transformed gradient on a pattern and then we use the pattern instead of the gradient.
* this method has drwabacks: is slow, is in low resolution, needs a patch for when the size
* is limited.
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {fabric.Gradient} filler a fabric gradient instance
*/
_applyPatternForTransformedGradient: function(ctx, filler) {
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;
pCanvas.width = width;
pCanvas.height = height;
pCtx = pCanvas.getContext('2d');
pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);
pCtx.lineTo(0, height); pCtx.closePath();
pCtx.translate(width / 2, height / 2);
pCtx.scale(
dims.zoomX / this.scaleX / retinaScaling,
dims.zoomY / this.scaleY / retinaScaling
);
this._applyPatternGradientTransform(pCtx, filler);
pCtx.fillStyle = filler.toLive(ctx);
pCtx.fill();
ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);
ctx.scale(
retinaScaling * this.scaleX / dims.zoomX,
retinaScaling * this.scaleY / dims.zoomY
);
ctx.strokeStyle = pCtx.createPattern(pCanvas, 'no-repeat');
},
/**
* This function is an helper for svg import. it returns the center of the object in the svg
* untransformed coordinates
* @private
* @return {Object} center point from element coordinates
*/
_findCenterFromElement: function() {
return { x: this.left + this.width / 2, y: this.top + this.height / 2 };
},
/**
* This function is an helper for svg import. it decompose the transformMatrix
* and assign properties to object.
* untransformed coordinates
* @private
* @chainable
*/
_assignTransformMatrixProps: function() {
if (this.transformMatrix) {
var options = fabric.util.qrDecompose(this.transformMatrix);
this.flipX = false;
this.flipY = false;
this.set('scaleX', options.scaleX);
this.set('scaleY', options.scaleY);
this.angle = options.angle;
this.skewX = options.skewX;
this.skewY = 0;
}
},
/**
* This function is an helper for svg import. it removes the transform matrix
* and set to object properties that fabricjs can handle
* @private
* @param {Object} preserveAspectRatioOptions
* @return {thisArg}
*/
_removeTransformMatrix: function(preserveAspectRatioOptions) {
var center = this._findCenterFromElement();
if (this.transformMatrix) {
this._assignTransformMatrixProps();
center = fabric.util.transformPoint(center, this.transformMatrix);
}
this.transformMatrix = null;
if (preserveAspectRatioOptions) {
this.scaleX *= preserveAspectRatioOptions.scaleX;
this.scaleY *= preserveAspectRatioOptions.scaleY;
this.cropX = preserveAspectRatioOptions.cropX;
this.cropY = preserveAspectRatioOptions.cropY;
center.x += preserveAspectRatioOptions.offsetLeft;
center.y += preserveAspectRatioOptions.offsetTop;
this.width = preserveAspectRatioOptions.width;
this.height = preserveAspectRatioOptions.height;
}
this.setPositionByOrigin(center, 'center', 'center');
},
/**
* Clones an instance, using a callback method will work for every object.
* @param {Function} callback Callback is invoked with a clone as a first argument
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
*/
clone: function(callback, propertiesToInclude) {
var objectForm = this.toObject(propertiesToInclude);
if (this.constructor.fromObject) {
this.constructor.fromObject(objectForm, callback);
}
else {
fabric.Object._fromObject('Object', objectForm, callback);
}
},
/**
* Creates an instance of fabric.Image out of an object
* makes use of toCanvasElement.
* Once this method was based on toDataUrl and loadImage, so it also had a quality
* and format option. toCanvasElement is faster and produce no loss of quality.
* If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.
* toCanvasElement and then toBlob from the obtained canvas is also a good option.
* This method is sync now, but still support the callback because we did not want to break.
* When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.
* @param {Function} callback callback, invoked with an instance as a first argument
* @param {Object} [options] for clone as image, passed to toDataURL
* @param {Number} [options.multiplier=1] Multiplier to scale by
* @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
* @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
* @param {Number} [options.width] Cropping width. Introduced in v1.2.14
* @param {Number} [options.height] Cropping height. Introduced in v1.2.14
* @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
* @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
* @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
* @return {fabric.Object} thisArg
*/
cloneAsImage: function(callback, options) {
var canvasEl = this.toCanvasElement(options);
if (callback) {
callback(new fabric.Image(canvasEl));
}
return this;
},
/**
* Converts an object into a HTMLCanvas element
* @param {Object} options Options object
* @param {Number} [options.multiplier=1] Multiplier to scale by
* @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
* @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
* @param {Number} [options.width] Cropping width. Introduced in v1.2.14
* @param {Number} [options.height] Cropping height. Introduced in v1.2.14
* @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
* @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
* @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
* @return {HTMLCanvasElement} Returns DOM element <canvas> with the fabric.Object
*/
toCanvasElement: function(options) {
options || (options = { });
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);
delete this.group;
if (options.withoutTransform) {
utils.resetObjectTransform(this);
}
if (options.withoutShadow) {
this.shadow = null;
}
var el = fabric.util.createCanvasElement(),
// skip canvas zoom and calculate with setCoords now.
boundingRect = this.getBoundingRect(true, true),
shadow = this.shadow, scaling,
shadowOffset = { x: 0, y: 0 }, shadowBlur,
width, height;
if (shadow) {
shadowBlur = shadow.blur;
if (shadow.nonScaling) {
scaling = { scaleX: 1, scaleY: 1 };
}
else {
scaling = this.getObjectScaling();
}
// consider non scaling shadow.
shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));
shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));
}
width = boundingRect.width + shadowOffset.x;
height = boundingRect.height + shadowOffset.y;
// if the current width/height is not an integer
// we need to make it so.
el.width = Math.ceil(width);
el.height = Math.ceil(height);
var canvas = new fabric.StaticCanvas(el, {
enableRetinaScaling: false,
renderOnAddRemove: false,
skipOffscreen: false,
});
if (options.format === 'jpeg') {
canvas.backgroundColor = '#fff';
}
this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');
var originalCanvas = this.canvas;
canvas.add(this);
var canvasEl = canvas.toCanvasElement(multiplier || 1, options);
this.shadow = originalShadow;
this.set('canvas', originalCanvas);
if (originalGroup) {
this.group = originalGroup;
}
this.set(origParams).setCoords();
// canvas.dispose will call image.dispose that will nullify the elements
// since this canvas is a simple element for the process, we remove references
// to objects in this way in order to avoid object trashing.
canvas._objects = [];
canvas.dispose();
canvas = null;
return canvasEl;
},
/**
* Converts an object into a data-url-like string
* @param {Object} options Options object
* @param {String} [options.format=png] The format of the output image. Either "jpeg" or "png"
* @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.
* @param {Number} [options.multiplier=1] Multiplier to scale by
* @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
* @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
* @param {Number} [options.width] Cropping width. Introduced in v1.2.14
* @param {Number} [options.height] Cropping height. Introduced in v1.2.14
* @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
* @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
* @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
* @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format
*/
toDataURL: function(options) {
options || (options = { });
return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);
},
/**
* Returns true if specified type is identical to the type of an instance
* @param {String} type Type to check against
* @return {Boolean}
*/
isType: function(type) {
return arguments.length > 1 ? Array.from(arguments).includes(this.type) : this.type === type;
},
/**
* Returns complexity of an instance
* @return {Number} complexity of this instance (is 1 unless subclassed)
*/
complexity: function() {
return 1;
},
/**
* Returns a JSON representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} JSON
*/
toJSON: function(propertiesToInclude) {
// delegate, not alias
return this.toObject(propertiesToInclude);
},
/**
* Sets "angle" of an instance with centered rotation
* @param {Number} angle Angle value (in degrees)
* @return {fabric.Object} thisArg
* @chainable
*/
rotate: function(angle) {
var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;
if (shouldCenterOrigin) {
this._setOriginToCenter();
}
this.set('angle', angle);
if (shouldCenterOrigin) {
this._resetOrigin();
}
return this;
},
/**
* Centers object horizontally on canvas to which it was added last.
* You might need to call `setCoords` on an object after centering, to update controls area.
* @return {fabric.Object} thisArg
* @chainable
*/
centerH: function () {
this.canvas && this.canvas.centerObjectH(this);
return this;
},
/**
* Centers object horizontally on current viewport of canvas to which it was added last.
* You might need to call `setCoords` on an object after centering, to update controls area.
* @return {fabric.Object} thisArg
* @chainable
*/
viewportCenterH: function () {
this.canvas && this.canvas.viewportCenterObjectH(this);
return this;
},
/**
* Centers object vertically on canvas to which it was added last.
* You might need to call `setCoords` on an object after centering, to update controls area.
* @return {fabric.Object} thisArg
* @chainable
*/
centerV: function () {
this.canvas && this.canvas.centerObjectV(this);
return this;
},
/**
* Centers object vertically on current viewport of canvas to which it was added last.
* You might need to call `setCoords` on an object after centering, to update controls area.
* @return {fabric.Object} thisArg
* @chainable
*/
viewportCenterV: function () {
this.canvas && this.canvas.viewportCenterObjectV(this);
return this;
},
/**
* Centers object vertically and horizontally on canvas to which is was added last
* You might need to call `setCoords` on an object after centering, to update controls area.
* @return {fabric.Object} thisArg
* @chainable
*/
center: function () {
this.canvas && this.canvas.centerObject(this);
return this;
},
/**
* Centers object on current viewport of canvas to which it was added last.
* You might need to call `setCoords` on an object after centering, to update controls area.
* @return {fabric.Object} thisArg
* @chainable
*/
viewportCenter: function () {
this.canvas && this.canvas.viewportCenterObject(this);
return this;
},
/**
* Returns coordinates of a pointer relative to an object
* @param {Event} e Event to operate upon
* @param {Object} [pointer] Pointer to operate upon (instead of event)
* @return {Object} Coordinates of a pointer (x, y)
*/
getLocalPointer: function(e, pointer) {
pointer = pointer || this.canvas.getPointer(e);
var pClicked = new fabric.Point(pointer.x, pointer.y),
objectLeftTop = this._getLeftTopCoords();
if (this.angle) {
pClicked = fabric.util.rotatePoint(
pClicked, objectLeftTop, degreesToRadians(-this.angle));
}
return {
x: pClicked.x - objectLeftTop.x,
y: pClicked.y - objectLeftTop.y
};
},
/**
* Sets canvas globalCompositeOperation for specific object
* custom composition operation for the particular object can be specified using globalCompositeOperation property
* @param {CanvasRenderingContext2D} ctx Rendering canvas context
*/
_setupCompositeOperation: function (ctx) {
if (this.globalCompositeOperation) {
ctx.globalCompositeOperation = this.globalCompositeOperation;
}
},
/**
* cancel instance's running animations
* override if necessary to dispose artifacts such as `clipPath`
*/
dispose: function () {
if (fabric.runningAnimations) {
fabric.runningAnimations.cancelByTarget(this);
}
}
});
fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);
extend(fabric.Object.prototype, fabric.Observable);
/**
* Defines the number of fraction digits to use when serializing object values.
* You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.
* @static
* @memberOf fabric.Object
* @constant
* @type Number
*/
fabric.Object.NUM_FRACTION_DIGITS = 2;
/**
* Defines which properties should be enlivened from the object passed to {@link fabric.Object._fromObject}
* @static
* @memberOf fabric.Object
* @constant
* @type string[]
*/
fabric.Object.ENLIVEN_PROPS = ['clipPath'];
fabric.Object._fromObject = function(className, object, callback, extraParam) {
var klass = fabric[className];
object = clone(object, true);
fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {
if (typeof patterns[0] !== 'undefined') {
object.fill = patterns[0];
}
if (typeof patterns[1] !== 'undefined') {
object.stroke = patterns[1];
}
fabric.util.enlivenObjectEnlivables(object, object, function () {
var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);
callback && callback(instance);
});
});
};
/**
* Unique id used internally when creating SVG elements
* @static
* @memberOf fabric.Object
* @type Number
*/
fabric.Object.__uid = 0;
})(typeof exports !== 'undefined' ? exports : this);
(function() {
var degreesToRadians = fabric.util.degreesToRadians,
originXOffset = {
left: -0.5,
center: 0,
right: 0.5
},
originYOffset = {
top: -0.5,
center: 0,
bottom: 0.5
};
fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
/**
* Translates the coordinates from a set of origin to another (based on the object's dimensions)
* @param {fabric.Point} point The point which corresponds to the originX and originY params
* @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'
* @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'
* @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'
* @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'
* @return {fabric.Point}
*/
translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {
var x = point.x,
y = point.y,
offsetX, offsetY, dim;
if (typeof fromOriginX === 'string') {
fromOriginX = originXOffset[fromOriginX];
}
else {
fromOriginX -= 0.5;
}
if (typeof toOriginX === 'string') {
toOriginX = originXOffset[toOriginX];
}
else {
toOriginX -= 0.5;
}
offsetX = toOriginX - fromOriginX;
if (typeof fromOriginY === 'string') {
fromOriginY = originYOffset[fromOriginY];
}
else {
fromOriginY -= 0.5;
}
if (typeof toOriginY === 'string') {
toOriginY = originYOffset[toOriginY];
}
else {
toOriginY -= 0.5;
}
offsetY = toOriginY - fromOriginY;
if (offsetX || offsetY) {
dim = this._getTransformedDimensions();
x = point.x + offsetX * dim.x;
y = point.y + offsetY * dim.y;
}
return new fabric.Point(x, y);
},
/**
* Translates the coordinates from origin to center coordinates (based on the object's dimensions)
* @param {fabric.Point} point The point which corresponds to the originX and originY params
* @param {String} originX Horizontal origin: 'left', 'center' or 'right'
* @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
* @return {fabric.Point}
*/
translateToCenterPoint: function(point, originX, originY) {
var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');
if (this.angle) {
return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));
}
return p;
},
/**
* Translates the coordinates from center to origin coordinates (based on the object's dimensions)
* @param {fabric.Point} center The point which corresponds to center of the object
* @param {String} originX Horizontal origin: 'left', 'center' or 'right'
* @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
* @return {fabric.Point}
*/
translateToOriginPoint: function(center, originX, originY) {
var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);
if (this.angle) {
return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));
}
return p;
},
/**
* Returns the real center coordinates of the object
* @return {fabric.Point}
*/
getCenterPoint: function() {
var leftTop = new fabric.Point(this.left, this.top);
return this.translateToCenterPoint(leftTop, this.originX, this.originY);
},
/**
* Returns the coordinates of the object based on center coordinates
* @param {fabric.Point} point The point which corresponds to the originX and originY params
* @return {fabric.Point}
*/
// getOriginPoint: function(center) {
// return this.translateToOriginPoint(center, this.originX, this.originY);
// },
/**
* Returns the coordinates of the object as if it has a different origin
* @param {String} originX Horizontal origin: 'left', 'center' or 'right'
* @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
* @return {fabric.Point}
*/
getPointByOrigin: function(originX, originY) {
var center = this.getCenterPoint();
return this.translateToOriginPoint(center, originX, originY);
},
/**
* Returns the point in local coordinates
* @param {fabric.Point} point The point relative to the global coordinate system
* @param {String} originX Horizontal origin: 'left', 'center' or 'right'
* @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
* @return {fabric.Point}
*/
toLocalPoint: function(point, originX, originY) {
var center = this.getCenterPoint(),
p, p2;
if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {
p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);
}
else {
p = new fabric.Point(this.left, this.top);
}
p2 = new fabric.Point(point.x, point.y);
if (this.angle) {
p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));
}
return p2.subtractEquals(p);
},
/**
* Returns the point in global coordinates
* @param {fabric.Point} The point relative to the local coordinate system
* @return {fabric.Point}
*/
// toGlobalPoint: function(point) {
// return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));
// },
/**
* Sets the position of the object taking into consideration the object's origin
* @param {fabric.Point} pos The new position of the object
* @param {String} originX Horizontal origin: 'left', 'center' or 'right'
* @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
* @return {void}
*/
setPositionByOrigin: function(pos, originX, originY) {
var center = this.translateToCenterPoint(pos, originX, originY),
position = this.translateToOriginPoint(center, this.originX, this.originY);
this.set('left', position.x);
this.set('top', position.y);
},
/**
* @param {String} to One of 'left', 'center', 'right'
*/
adjustPosition: function(to) {
var angle = degreesToRadians(this.angle),
hypotFull = this.getScaledWidth(),
xFull = fabric.util.cos(angle) * hypotFull,
yFull = fabric.util.sin(angle) * hypotFull,
offsetFrom, offsetTo;
//TODO: this function does not consider mixed situation like top, center.
if (typeof this.originX === 'string') {
offsetFrom = originXOffset[this.originX];
}
else {
offsetFrom = this.originX - 0.5;
}
if (typeof to === 'string') {
offsetTo = originXOffset[to];
}
else {
offsetTo = to - 0.5;
}
this.left += xFull * (offsetTo - offsetFrom);
this.top += yFull * (offsetTo - offsetFrom);
this.setCoords();
this.originX = to;
},
/**
* Sets the origin/position of the object to it's center point
* @private
* @return {void}
*/
_setOriginToCenter: function() {
this._originalOriginX = this.originX;
this._originalOriginY = this.originY;
var center = this.getCenterPoint();
this.originX = 'center';
this.originY = 'center';
this.left = center.x;
this.top = center.y;
},
/**
* Resets the origin/position of the object to it's original origin
* @private
* @return {void}
*/
_resetOrigin: function() {
var originPoint = this.translateToOriginPoint(
this.getCenterPoint(),
this._originalOriginX,
this._originalOriginY);
this.originX = this._originalOriginX;
this.originY = this._originalOriginY;
this.left = originPoint.x;
this.top = originPoint.y;
this._originalOriginX = null;
this._originalOriginY = null;
},
/**
* @private
*/
_getLeftTopCoords: function() {
return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');
},
});
})();
(function() {
function arrayFromCoords(coords) {
return [
new fabric.Point(coords.tl.x, coords.tl.y),
new fabric.Point(coords.tr.x, coords.tr.y),
new fabric.Point(coords.br.x, coords.br.y),
new fabric.Point(coords.bl.x, coords.bl.y)
];
}
var util = fabric.util,
degreesToRadians = util.degreesToRadians,
multiplyMatrices = util.multiplyTransformMatrices,
transformPoint = util.transformPoint;
util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
/**
* Describe object's corner position in canvas element coordinates.
* properties are depending on control keys and padding the main controls.
* each property is an object with x, y and corner.
* The `corner` property contains in a similar manner the 4 points of the
* interactive area of the corner.
* The coordinates depends from the controls positionHandler and are used
* to draw and locate controls
* @memberOf fabric.Object.prototype
*/
oCoords: null,
/**
* Describe object's corner position in canvas object absolute coordinates
* properties are tl,tr,bl,br and describe the four main corner.
* each property is an object with x, y, instance of Fabric.Point.
* The coordinates depends from this properties: width, height, scaleX, scaleY
* skewX, skewY, angle, strokeWidth, top, left.
* Those coordinates are useful to understand where an object is. They get updated
* with oCoords but they do not need to be updated when zoom or panning change.
* The coordinates get updated with @method setCoords.
* You can calculate them without updating with @method calcACoords();
* @memberOf fabric.Object.prototype
*/
aCoords: null,
/**
* Describe object's corner position in canvas element coordinates.
* includes padding. Used of object detection.
* set and refreshed with setCoords.
* @memberOf fabric.Object.prototype
*/
lineCoords: null,
/**
* storage for object transform matrix
*/
ownMatrixCache: null,
/**
* storage for object full transform matrix
*/
matrixCache: null,
/**
* custom controls interface
* controls are added by default_controls.js
*/
controls: { },
/**
* return correct set of coordinates for intersection
* this will return either aCoords or lineCoords.
* @param {Boolean} absolute will return aCoords if true or lineCoords
* @return {Object} {tl, tr, br, bl} points
*/
_getCoords: function(absolute, calculate) {
if (calculate) {
return (absolute ? this.calcACoords() : this.calcLineCoords());
}
if (!this.aCoords || !this.lineCoords) {
this.setCoords(true);
}
return (absolute ? this.aCoords : this.lineCoords);
},
/**
* return correct set of coordinates for intersection
* this will return either aCoords or lineCoords.
* The coords are returned in an array.
* @return {Array} [tl, tr, br, bl] of points
*/
getCoords: function(absolute, calculate) {
return arrayFromCoords(this._getCoords(absolute, calculate));
},
/**
* Checks if object intersects with an area formed by 2 points
* @param {Object} pointTL top-left point of area
* @param {Object} pointBR bottom-right point of area
* @param {Boolean} [absolute] use coordinates without viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
* @return {Boolean} true if object intersects with an area formed by 2 points
*/
intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {
var coords = this.getCoords(absolute, calculate),
intersection = fabric.Intersection.intersectPolygonRectangle(
coords,
pointTL,
pointBR
);
return intersection.status === 'Intersection';
},
/**
* Checks if object intersects with another object
* @param {Object} other Object to test
* @param {Boolean} [absolute] use coordinates without viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
* @return {Boolean} true if object intersects with another object
*/
intersectsWithObject: function(other, absolute, calculate) {
var intersection = fabric.Intersection.intersectPolygonPolygon(
this.getCoords(absolute, calculate),
other.getCoords(absolute, calculate)
);
return intersection.status === 'Intersection'
|| other.isContainedWithinObject(this, absolute, calculate)
|| this.isContainedWithinObject(other, absolute, calculate);
},
/**
* Checks if object is fully contained within area of another object
* @param {Object} other Object to test
* @param {Boolean} [absolute] use coordinates without viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
* @return {Boolean} true if object is fully contained within area of another object
*/
isContainedWithinObject: function(other, absolute, calculate) {
var points = this.getCoords(absolute, calculate),
otherCoords = absolute ? other.aCoords : other.lineCoords,
i = 0, lines = other._getImageLines(otherCoords);
for (; i < 4; i++) {
if (!other.containsPoint(points[i], lines)) {
return false;
}
}
return true;
},
/**
* Checks if object is fully contained within area formed by 2 points
* @param {Object} pointTL top-left point of area
* @param {Object} pointBR bottom-right point of area
* @param {Boolean} [absolute] use coordinates without viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
* @return {Boolean} true if object is fully contained within area formed by 2 points
*/
isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {
var boundingRect = this.getBoundingRect(absolute, calculate);
return (
boundingRect.left >= pointTL.x &&
boundingRect.left + boundingRect.width <= pointBR.x &&
boundingRect.top >= pointTL.y &&
boundingRect.top + boundingRect.height <= pointBR.y
);
},
/**
* Checks if point is inside the object
* @param {fabric.Point} point Point to check against
* @param {Object} [lines] object returned from @method _getImageLines
* @param {Boolean} [absolute] use coordinates without viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
* @return {Boolean} true if point is inside the object
*/
containsPoint: function(point, lines, absolute, calculate) {
var coords = this._getCoords(absolute, calculate),
lines = lines || this._getImageLines(coords),
xPoints = this._findCrossPoints(point, lines);
// if xPoints is odd then point is inside the object
return (xPoints !== 0 && xPoints % 2 === 1);
},
/**
* Checks if object is contained within the canvas with current viewportTransform
* the check is done stopping at first point that appears on screen
* @param {Boolean} [calculate] use coordinates of current position instead of .aCoords
* @return {Boolean} true if object is fully or partially contained within canvas
*/
isOnScreen: function(calculate) {
if (!this.canvas) {
return false;
}
var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;
var points = this.getCoords(true, calculate);
// if some point is on screen, the object is on screen.
if (points.some(function(point) {
return point.x <= pointBR.x && point.x >= pointTL.x &&
point.y <= pointBR.y && point.y >= pointTL.y;
})) {
return true;
}
// no points on screen, check intersection with absolute coordinates
if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {
return true;
}
return this._containsCenterOfCanvas(pointTL, pointBR, calculate);
},
/**
* Checks if the object contains the midpoint between canvas extremities
* Does not make sense outside the context of isOnScreen and isPartiallyOnScreen
* @private
* @param {Fabric.Point} pointTL Top Left point
* @param {Fabric.Point} pointBR Top Right point
* @param {Boolean} calculate use coordinates of current position instead of .oCoords
* @return {Boolean} true if the object contains the point
*/
_containsCenterOfCanvas: function(pointTL, pointBR, calculate) {
// worst case scenario the object is so big that contains the screen
var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };
if (this.containsPoint(centerPoint, null, true, calculate)) {
return true;
}
return false;
},
/**
* Checks if object is partially contained within the canvas with current viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
* @return {Boolean} true if object is partially contained within canvas
*/
isPartiallyOnScreen: function(calculate) {
if (!this.canvas) {
return false;
}
var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;
if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {
return true;
}
var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {
return (point.x >= pointBR.x || point.x <= pointTL.x) &&
(point.y >= pointBR.y || point.y <= pointTL.y);
});
return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);
},
/**
* Method that returns an object with the object edges in it, given the coordinates of the corners
* @private
* @param {Object} oCoords Coordinates of the object corners
*/
_getImageLines: function(oCoords) {
var lines = {
topline: {
o: oCoords.tl,
d: oCoords.tr
},
rightline: {
o: oCoords.tr,
d: oCoords.br
},
bottomline: {
o: oCoords.br,
d: oCoords.bl
},
leftline: {
o: oCoords.bl,
d: oCoords.tl
}
};
// // debugging
// if (this.canvas.contextTop) {
// this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);
//
// this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);
//
// this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);
//
// this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);
// }
return lines;
},
/**
* Helper method to determine how many cross points are between the 4 object edges
* and the horizontal line determined by a point on canvas
* @private
* @param {fabric.Point} point Point to check
* @param {Object} lines Coordinates of the object being evaluated
*/
// remove yi, not used but left code here just in case.
_findCrossPoints: function(point, lines) {
var b1, b2, a1, a2, xi, // yi,
xcount = 0,
iLine;
for (var lineKey in lines) {
iLine = lines[lineKey];
// optimisation 1: line below point. no cross
if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {
continue;
}
// optimisation 2: line above point. no cross
if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {
continue;
}
// optimisation 3: vertical line case
if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {
xi = iLine.o.x;
// yi = point.y;
}
// calculate the intersection point
else {
b1 = 0;
b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);
a1 = point.y - b1 * point.x;
a2 = iLine.o.y - b2 * iLine.o.x;
xi = -(a1 - a2) / (b1 - b2);
// yi = a1 + b1 * xi;
}
// dont count xi < point.x cases
if (xi >= point.x) {
xcount += 1;
}
// optimisation 4: specific for square images
if (xcount === 2) {
break;
}
}
return xcount;
},
/**
* Returns coordinates of object's bounding rectangle (left, top, width, height)
* the box is intended as aligned to axis of canvas.
* @param {Boolean} [absolute] use coordinates without viewportTransform
* @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords
* @return {Object} Object with left, top, width, height properties
*/
getBoundingRect: function(absolute, calculate) {
var coords = this.getCoords(absolute, calculate);
return util.makeBoundingBoxFromPoints(coords);
},
/**
* Returns width of an object's bounding box counting transformations
* before 2.0 it was named getWidth();
* @return {Number} width value
*/
getScaledWidth: function() {
return this._getTransformedDimensions().x;
},
/**
* Returns height of an object bounding box counting transformations
* before 2.0 it was named getHeight();
* @return {Number} height value
*/
getScaledHeight: function() {
return this._getTransformedDimensions().y;
},
/**
* Makes sure the scale is valid and modifies it if necessary
* @private
* @param {Number} value
* @return {Number}
*/
_constrainScale: function(value) {
if (Math.abs(value) < this.minScaleLimit) {
if (value < 0) {
return -this.minScaleLimit;
}
else {
return this.minScaleLimit;
}
}
else if (value === 0) {
return 0.0001;
}
return value;
},
/**
* Scales an object (equally by x and y)
* @param {Number} value Scale factor
* @return {fabric.Object} thisArg
* @chainable
*/
scale: function(value) {
this._set('scaleX', value);
this._set('scaleY', value);
return this.setCoords();
},
/**
* Scales an object to a given width, with respect to bounding box (scaling by x/y equally)
* @param {Number} value New width value
* @param {Boolean} absolute ignore viewport
* @return {fabric.Object} thisArg
* @chainable
*/
scaleToWidth: function(value, absolute) {
// adjust to bounding rect factor so that rotated shapes would fit as well
var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();
return this.scale(value / this.width / boundingRectFactor);
},
/**
* Scales an object to a given height, with respect to bounding box (scaling by x/y equally)
* @param {Number} value New height value
* @param {Boolean} absolute ignore viewport
* @return {fabric.Object} thisArg
* @chainable
*/
scaleToHeight: function(value, absolute) {
// adjust to bounding rect factor so that rotated shapes would fit as well
var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();
return this.scale(value / this.height / boundingRectFactor);
},
calcLineCoords: function() {
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();
var lineCoords = {
tl: transformPoint(aCoords.tl, vpt),
tr: transformPoint(aCoords.tr, vpt),
bl: transformPoint(aCoords.bl, vpt),
br: transformPoint(aCoords.br, vpt),
};
if (padding) {
lineCoords.tl.x -= cosPMinusSinP;
lineCoords.tl.y -= cosPSinP;
lineCoords.tr.x += cosPSinP;
lineCoords.tr.y -= cosPMinusSinP;
lineCoords.bl.x -= cosPSinP;
lineCoords.bl.y += cosPMinusSinP;
lineCoords.br.x += cosPMinusSinP;
lineCoords.br.y += cosPSinP;
}
return lineCoords;
},
calcOCoords: function() {
var rotateMatrix = this._calcRotateMatrix(),
translateMatrix = this._calcTranslateMatrix(),
vpt = this.getViewportTransform(),
startMatrix = multiplyMatrices(vpt, translateMatrix),
finalMatrix = multiplyMatrices(startMatrix, rotateMatrix),
finalMatrix = multiplyMatrices(finalMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),
dim = this._calculateCurrentDimensions(),
coords = {};
this.forEachControl(function(control, key, fabricObject) {
coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);
});
// debug code
// var canvas = this.canvas;
// setTimeout(function() {
// canvas.contextTop.clearRect(0, 0, 700, 700);
// canvas.contextTop.fillStyle = 'green';
// Object.keys(coords).forEach(function(key) {
// var control = coords[key];
// canvas.contextTop.fillRect(control.x, control.y, 3, 3);
// });
// }, 50);
return coords;
},
calcACoords: function() {
var rotateMatrix = this._calcRotateMatrix(),
translateMatrix = this._calcTranslateMatrix(),
finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix),
dim = this._getTransformedDimensions(),
w = dim.x / 2, h = dim.y / 2;
return {
// corners
tl: transformPoint({ x: -w, y: -h }, finalMatrix),
tr: transformPoint({ x: w, y: -h }, finalMatrix),
bl: transformPoint({ x: -w, y: h }, finalMatrix),
br: transformPoint({ x: w, y: h }, finalMatrix)
};
},
/**
* Sets corner and controls position coordinates based on current angle, width and height, left and top.
* oCoords are used to find the corners
* aCoords are used to quickly find an object on the canvas
* lineCoords are used to quickly find object during pointer events.
* See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}
*
* @param {Boolean} [skipCorners] skip calculation of oCoords.
* @return {fabric.Object} thisArg
* @chainable
*/
setCoords: function(skipCorners) {
this.aCoords = this.calcACoords();
// in case we are in a group, for how the inner group target check works,
// lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.
this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();
if (skipCorners) {
return this;
}
// set coordinates of the draggable boxes in the corners used to scale/rotate the image
this.oCoords = this.calcOCoords();
this._setCornerCoords && this._setCornerCoords();
return this;
},
/**
* calculate rotation matrix of an object
* @return {Array} rotation matrix for the object
*/
_calcRotateMatrix: function() {
return util.calcRotateMatrix(this);
},
/**
* calculate the translation matrix for an object transform
* @return {Array} rotation matrix for the object
*/
_calcTranslateMatrix: function() {
var center = this.getCenterPoint();
return [1, 0, 0, 1, center.x, center.y];
},
transformMatrixKey: function(skipGroup) {
var sep = '_', prefix = '';
if (!skipGroup && this.group) {
prefix = this.group.transformMatrixKey(skipGroup) + sep;
};
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;
},
/**
* calculate transform matrix that represents the current transformations from the
* object's properties.
* @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations
* There are some situation in which this is useful to avoid the fake rotation.
* @return {Array} transform matrix for the object
*/
calcTransformMatrix: function(skipGroup) {
var matrix = this.calcOwnMatrix();
if (skipGroup || !this.group) {
return matrix;
}
var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});
if (cache.key === key) {
return cache.value;
}
if (this.group) {
matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);
}
cache.key = key;
cache.value = matrix;
return matrix;
},
/**
* calculate transform matrix that represents the current transformations from the
* object's properties, this matrix does not include the group transformation
* @return {Array} transform matrix for the object
*/
calcOwnMatrix: function() {
var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});
if (cache.key === key) {
return cache.value;
}
var tMatrix = this._calcTranslateMatrix(),
options = {
angle: this.angle,
translateX: tMatrix[4],
translateY: tMatrix[5],
scaleX: this.scaleX,
scaleY: this.scaleY,
skewX: this.skewX,
skewY: this.skewY,
flipX: this.flipX,
flipY: this.flipY,
};
cache.key = key;
cache.value = util.composeMatrix(options);
return cache.value;
},
/*
* Calculate object dimensions from its properties
* @private
* @return {Object} .x width dimension
* @return {Object} .y height dimension
*/
_getNonTransformedDimensions: function() {
var strokeWidth = this.strokeWidth,
w = this.width + strokeWidth,
h = this.height + strokeWidth;
return { x: w, y: h };
},
/*
* Calculate object bounding box dimensions from its properties scale, skew.
* @param {Number} skewX, a value to override current skewX
* @param {Number} skewY, a value to override current skewY
* @private
* @return {Object} .x width dimension
* @return {Object} .y height dimension
*/
_getTransformedDimensions: function(skewX, skewY) {
if (typeof skewX === 'undefined') {
skewX = this.skewX;
}
if (typeof skewY === 'undefined') {
skewY = this.skewY;
}
var dimensions, dimX, dimY,
noSkew = skewX === 0 && skewY === 0;
if (this.strokeUniform) {
dimX = this.width;
dimY = this.height;
}
else {
dimensions = this._getNonTransformedDimensions();
dimX = dimensions.x;
dimY = dimensions.y;
}
if (noSkew) {
return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);
}
var bbox = util.sizeAfterTransform(dimX, dimY, {
scaleX: this.scaleX,
scaleY: this.scaleY,
skewX: skewX,
skewY: skewY,
});
return this._finalizeDimensions(bbox.x, bbox.y);
},
/*
* Calculate object bounding box dimensions from its properties scale, skew.
* @param Number width width of the bbox
* @param Number height height of the bbox
* @private
* @return {Object} .x finalized width dimension
* @return {Object} .y finalized height dimension
*/
_finalizeDimensions: function(width, height) {
return this.strokeUniform ?
{ x: width + this.strokeWidth, y: height + this.strokeWidth }
:
{ x: width, y: height };
},
/*
* Calculate object dimensions for controls box, including padding and canvas zoom.
* and active selection
* private
*/
_calculateCurrentDimensions: function() {
var vpt = this.getViewportTransform(),
dim = this._getTransformedDimensions(),
p = transformPoint(dim, vpt, true);
return p.scalarAdd(2 * this.padding);
},
});
})();
fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
/**
* Moves an object to the bottom of the stack of drawn objects
* @return {fabric.Object} thisArg
* @chainable
*/
sendToBack: function() {
if (this.group) {
fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);
}
else if (this.canvas) {
this.canvas.sendToBack(this);
}
return this;
},
/**
* Moves an object to the top of the stack of drawn objects
* @return {fabric.Object} thisArg
* @chainable
*/
bringToFront: function() {
if (this.group) {
fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);
}
else if (this.canvas) {
this.canvas.bringToFront(this);
}
return this;
},
/**
* Moves an object down in stack of drawn objects
* @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object
* @return {fabric.Object} thisArg
* @chainable
*/
sendBackwards: function(intersecting) {
if (this.group) {
fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);
}
else if (this.canvas) {
this.canvas.sendBackwards(this, intersecting);
}
return this;
},
/**
* Moves an object up in stack of drawn objects
* @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object
* @return {fabric.Object} thisArg
* @chainable
*/
bringForward: function(intersecting) {
if (this.group) {
fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);
}
else if (this.canvas) {
this.canvas.bringForward(this, intersecting);
}
return this;
},
/**
* Moves an object to specified level in stack of drawn objects
* @param {Number} index New position of object
* @return {fabric.Object} thisArg
* @chainable
*/
moveTo: function(index) {
if (this.group && this.group.type !== 'activeSelection') {
fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);
}
else if (this.canvas) {
this.canvas.moveTo(this, index);
}
return this;
}
});
(function() {
var extend = fabric.util.object.extend,
originalSet = 'stateProperties';
/*
Depends on `stateProperties`
*/
function saveProps(origin, destination, props) {
var tmpObj = { }, deep = true;
props.forEach(function(prop) {
tmpObj[prop] = origin[prop];
});
extend(origin[destination], tmpObj, deep);
}
function _isEqual(origValue, currentValue, firstPass) {
if (origValue === currentValue) {
// if the objects are identical, return
return true;
}
else if (Array.isArray(origValue)) {
if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {
return false;
}
for (var i = 0, len = origValue.length; i < len; i++) {
if (!_isEqual(origValue[i], currentValue[i])) {
return false;
}
}
return true;
}
else if (origValue && typeof origValue === 'object') {
var keys = Object.keys(origValue), key;
if (!currentValue ||
typeof currentValue !== 'object' ||
(!firstPass && keys.length !== Object.keys(currentValue).length)
) {
return false;
}
for (var i = 0, len = keys.length; i < len; i++) {
key = keys[i];
// since clipPath is in the statefull cache list and the clipPath objects
// would be iterated as an object, this would lead to possible infinite recursion
// we do not want to compare those.
if (key === 'canvas' || key === 'group') {
continue;
}
if (!_isEqual(origValue[key], currentValue[key])) {
return false;
}
}
return true;
}
}
fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
/**
* Returns true if object state (one of its state properties) was changed
* @param {String} [propertySet] optional name for the set of property we want to save
* @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called
*/
hasStateChanged: function(propertySet) {
propertySet = propertySet || originalSet;
var dashedPropertySet = '_' + propertySet;
if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {
return true;
}
return !_isEqual(this[dashedPropertySet], this, true);
},
/**
* Saves state of an object
* @param {Object} [options] Object with additional `stateProperties` array to include when saving state
* @return {fabric.Object} thisArg
*/
saveState: function(options) {
var propertySet = options && options.propertySet || originalSet,
destination = '_' + propertySet;
if (!this[destination]) {
return this.setupState(options);
}
saveProps(this, destination, this[propertySet]);
if (options && options.stateProperties) {
saveProps(this, destination, options.stateProperties);
}
return this;
},
/**
* Setups state of an object
* @param {Object} [options] Object with additional `stateProperties` array to include when saving state
* @return {fabric.Object} thisArg
*/
setupState: function(options) {
options = options || { };
var propertySet = options.propertySet || originalSet;
options.propertySet = propertySet;
this['_' + propertySet] = { };
this.saveState(options);
return this;
}
});
})();
(function() {
var degreesToRadians = fabric.util.degreesToRadians;
fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
/**
* Determines which corner has been clicked
* @private
* @param {Object} pointer The pointer indicating the mouse position
* @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found
*/
_findTargetCorner: function(pointer, forTouch) {
// objects in group, anykind, are not self modificable,
// must not return an hovered corner.
if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {
return false;
}
var ex = pointer.x,
ey = pointer.y,
xPoints,
lines, keys = Object.keys(this.oCoords),
j = keys.length - 1, i;
this.__corner = 0;
// cycle in reverse order so we pick first the one on top
for (; j >= 0; j--) {
i = keys[j];
if (!this.isControlVisible(i)) {
continue;
}
lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);
// // debugging
//
// this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);
//
// this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);
//
// this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);
//
// this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);
// this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);
xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);
if (xPoints !== 0 && xPoints % 2 === 1) {
this.__corner = i;
return i;
}
}
return false;
},
/**
* Calls a function for each control. The function gets called,
* with the control, the object that is calling the iterator and the control's key
* @param {Function} fn function to iterate over the controls over
*/
forEachControl: function(fn) {
for (var i in this.controls) {
fn(this.controls[i], i, this);
};
},
/**
* Sets the coordinates of the draggable boxes in the corners of
* the image used to scale/rotate it.
* note: if we would switch to ROUND corner area, all of this would disappear.
* everything would resolve to a single point and a pythagorean theorem for the distance
* @private
*/
_setCornerCoords: function() {
var coords = this.oCoords;
for (var control in coords) {
var controlObject = this.controls[control];
coords[control].corner = controlObject.calcCornerCoords(
this.angle, this.cornerSize, coords[control].x, coords[control].y, false);
coords[control].touchCorner = controlObject.calcCornerCoords(
this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);
}
},
/**
* Draws a colored layer behind the object, inside its selection borders.
* Requires public options: padding, selectionBackgroundColor
* this function is called when the context is transformed
* has checks to be skipped when the object is on a staticCanvas
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @return {fabric.Object} thisArg
* @chainable
*/
drawSelectionBackground: function(ctx) {
if (!this.selectionBackgroundColor ||
(this.canvas && !this.canvas.interactive) ||
(this.canvas && this.canvas._activeObject !== this)
) {
return this;
}
ctx.save();
var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),
vpt = this.canvas.viewportTransform;
ctx.translate(center.x, center.y);
ctx.scale(1 / vpt[0], 1 / vpt[3]);
ctx.rotate(degreesToRadians(this.angle));
ctx.fillStyle = this.selectionBackgroundColor;
ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);
ctx.restore();
return this;
},
/**
* Draws borders of an object's bounding box.
* Requires public properties: width, height
* Requires public options: padding, borderColor
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {Object} styleOverride object to override the object style
* @return {fabric.Object} thisArg
* @chainable
*/
drawBorders: function(ctx, styleOverride) {
styleOverride = styleOverride || {};
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;
ctx.save();
ctx.strokeStyle = styleOverride.borderColor || this.borderColor;
this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);
ctx.strokeRect(
-width / 2,
-height / 2,
width,
height
);
if (hasControls) {
ctx.beginPath();
this.forEachControl(function(control, key, fabricObject) {
// in this moment, the ctx is centered on the object.
// width and height of the above function are the size of the bbox.
if (control.withConnection && control.getVisibility(fabricObject, key)) {
// reset movement for each control
shouldStroke = true;
ctx.moveTo(control.x * width, control.y * height);
ctx.lineTo(
control.x * width + control.offsetX,
control.y * height + control.offsetY
);
}
});
if (shouldStroke) {
ctx.stroke();
}
}
ctx.restore();
return this;
},
/**
* Draws borders of an object's bounding box when it is inside a group.
* Requires public properties: width, height
* Requires public options: padding, borderColor
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {object} options object representing current object parameters
* @param {Object} styleOverride object to override the object style
* @return {fabric.Object} thisArg
* @chainable
*/
drawBordersInGroup: function(ctx, options, styleOverride) {
styleOverride = styleOverride || {};
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;
ctx.save();
this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);
ctx.strokeStyle = styleOverride.borderColor || this.borderColor;
ctx.strokeRect(
-width / 2,
-height / 2,
width,
height
);
ctx.restore();
return this;
},
/**
* Draws corners of an object's bounding box.
* Requires public properties: width, height
* Requires public options: cornerSize, padding
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {Object} styleOverride object to override the object style
* @return {fabric.Object} thisArg
* @chainable
*/
drawControls: function(ctx, styleOverride) {
styleOverride = styleOverride || {};
ctx.save();
var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;
ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);
ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;
if (!this.transparentCorners) {
ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;
}
this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);
this.setCoords();
if (this.group) {
// fabricJS does not really support drawing controls inside groups,
// this piece of code here helps having at least the control in places.
// If an application needs to show some objects as selected because of some UI state
// can still call Object._renderControls() on any object they desire, independently of groups.
// using no padding, circular controls and hiding the rotating cursor is higly suggested,
matrix = this.group.calcTransformMatrix();
}
this.forEachControl(function(control, key, fabricObject) {
p = fabricObject.oCoords[key];
if (control.getVisibility(fabricObject, key)) {
if (matrix) {
p = fabric.util.transformPoint(p, matrix);
}
control.render(ctx, p.x, p.y, styleOverride, fabricObject);
}
});
ctx.restore();
return this;
},
/**
* Returns true if the specified control is visible, false otherwise.
* @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.
* @returns {Boolean} true if the specified control is visible, false otherwise
*/
isControlVisible: function(controlKey) {
return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);
},
/**
* Sets the visibility of the specified control.
* @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.
* @param {Boolean} visible true to set the specified control visible, false otherwise
* @return {fabric.Object} thisArg
* @chainable
*/
setControlVisible: function(controlKey, visible) {
if (!this._controlsVisibility) {
this._controlsVisibility = {};
}
this._controlsVisibility[controlKey] = visible;
return this;
},
/**
* Sets the visibility state of object controls.
* @param {Object} [options] Options object
* @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it
* @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it
* @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it
* @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it
* @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it
* @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it
* @param {Boolean} [options.tl] true to enable the top-left control, false to disable it
* @param {Boolean} [options.tr] true to enable the top-right control, false to disable it
* @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it
* @return {fabric.Object} thisArg
* @chainable
*/
setControlsVisibility: function(options) {
options || (options = { });
for (var p in options) {
this.setControlVisible(p, options[p]);
}
return this;
},
/**
* This callback function is called every time _discardActiveObject or _setActiveObject
* try to to deselect this object. If the function returns true, the process is cancelled
* @param {Object} [options] options sent from the upper functions
* @param {Event} [options.e] event if the process is generated by an event
*/
onDeselect: function() {
// implemented by sub-classes, as needed.
},
/**
* This callback function is called every time _discardActiveObject or _setActiveObject
* try to to select this object. If the function returns true, the process is cancelled
* @param {Object} [options] options sent from the upper functions
* @param {Event} [options.e] event if the process is generated by an event
*/
onSelect: function() {
// implemented by sub-classes, as needed.
}
});
})();
fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {
/**
* Animation duration (in ms) for fx* methods
* @type Number
* @default
*/
FX_DURATION: 500,
/**
* Centers object horizontally with animation.
* @param {fabric.Object} object Object to center
* @param {Object} [callbacks] Callbacks object with optional "onComplete" and/or "onChange" properties
* @param {Function} [callbacks.onComplete] Invoked on completion
* @param {Function} [callbacks.onChange] Invoked on every step of animation
* @return {fabric.AnimationContext} context
*/
fxCenterObjectH: function (object, callbacks) {
callbacks = callbacks || { };
var empty = function() { },
onComplete = callbacks.onComplete || empty,
onChange = callbacks.onChange || empty,
_this = this;
return fabric.util.animate({
target: this,
startValue: object.left,
endValue: this.getCenterPoint().x,
duration: this.FX_DURATION,
onChange: function(value) {
object.set('left', value);
_this.requestRenderAll();
onChange();
},
onComplete: function() {
object.setCoords();
onComplete();
}
});
},
/**
* Centers object vertically with animation.
* @param {fabric.Object} object Object to center
* @param {Object} [callbacks] Callbacks object with optional "onComplete" and/or "onChange" properties
* @param {Function} [callbacks.onComplete] Invoked on completion
* @param {Function} [callbacks.onChange] Invoked on every step of animation
* @return {fabric.AnimationContext} context
*/
fxCenterObjectV: function (object, callbacks) {
callbacks = callbacks || { };
var empty = function() { },
onComplete = callbacks.onComplete || empty,
onChange = callbacks.onChange || empty,
_this = this;
return fabric.util.animate({
target: this,
startValue: object.top,
endValue: this.getCenterPoint().y,
duration: this.FX_DURATION,
onChange: function(value) {
object.set('top', value);
_this.requestRenderAll();
onChange();
},
onComplete: function() {
object.setCoords();
onComplete();
}
});
},
/**
* Same as `fabric.Canvas#remove` but animated
* @param {fabric.Object} object Object to remove
* @param {Object} [callbacks] Callbacks object with optional "onComplete" and/or "onChange" properties
* @param {Function} [callbacks.onComplete] Invoked on completion
* @param {Function} [callbacks.onChange] Invoked on every step of animation
* @return {fabric.AnimationContext} context
*/
fxRemove: function (object, callbacks) {
callbacks = callbacks || { };
var empty = function() { },
onComplete = callbacks.onComplete || empty,
onChange = callbacks.onChange || empty,
_this = this;
return fabric.util.animate({
target: this,
startValue: object.opacity,
endValue: 0,
duration: this.FX_DURATION,
onChange: function(value) {
object.set('opacity', value);
_this.requestRenderAll();
onChange();
},
onComplete: function () {
_this.remove(object);
onComplete();
}
});
}
});
fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
/**
* Animates object's properties
* @param {String|Object} property Property to animate (if string) or properties to animate (if object)
* @param {Number|Object} value Value to animate property to (if string was given first) or options object
* @return {fabric.Object} thisArg
* @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}
* @return {fabric.AnimationContext | fabric.AnimationContext[]} animation context (or an array if passed multiple properties)
*
* As object — multiple properties
*
* object.animate({ left: ..., top: ... });
* object.animate({ left: ..., top: ... }, { duration: ... });
*
* As string — one property
*
* object.animate('left', ...);
* object.animate('left', { duration: ... });
*
*/
animate: function () {
if (arguments[0] && typeof arguments[0] === 'object') {
var propsToAnimate = [], prop, skipCallbacks, out = [];
for (prop in arguments[0]) {
propsToAnimate.push(prop);
}
for (var i = 0, len = propsToAnimate.length; i < len; i++) {
prop = propsToAnimate[i];
skipCallbacks = i !== len - 1;
out.push(this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks));
}
return out;
}
else {
return this._animate.apply(this, arguments);
}
},
/**
* @private
* @param {String} property Property to animate
* @param {String} to Value to animate to
* @param {Object} [options] Options object
* @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked
*/
_animate: function(property, to, options, skipCallbacks) {
var _this = this, propPair;
to = to.toString();
if (!options) {
options = { };
}
else {
options = fabric.util.object.clone(options);
}
if (~property.indexOf('.')) {
propPair = property.split('.');
}
var propIsColor =
_this.colorProperties.indexOf(property) > -1 ||
(propPair && _this.colorProperties.indexOf(propPair[1]) > -1);
var currentValue = propPair
? this.get(propPair[0])[propPair[1]]
: this.get(property);
if (!('from' in options)) {
options.from = currentValue;
}
if (!propIsColor) {
if (~to.indexOf('=')) {
to = currentValue + parseFloat(to.replace('=', ''));
}
else {
to = parseFloat(to);
}
}
var _options = {
target: this,
startValue: options.from,
endValue: to,
byValue: options.by,
easing: options.easing,
duration: options.duration,
abort: options.abort && function(value, valueProgress, timeProgress) {
return options.abort.call(_this, value, valueProgress, timeProgress);
},
onChange: function (value, valueProgress, timeProgress) {
if (propPair) {
_this[propPair[0]][propPair[1]] = value;
}
else {
_this.set(property, value);
}
if (skipCallbacks) {
return;
}
options.onChange && options.onChange(value, valueProgress, timeProgress);
},
onComplete: function (value, valueProgress, timeProgress) {
if (skipCallbacks) {
return;
}
_this.setCoords();
options.onComplete && options.onComplete(value, valueProgress, timeProgress);
}
};
if (propIsColor) {
return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);
}
else {
return fabric.util.animate(_options);
}
}
});
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
extend = fabric.util.object.extend;
if (fabric.Rect) {
fabric.warn('fabric.Rect is already defined');
return;
}
/**
* Rectangle class
* @class fabric.Rect
* @extends fabric.Object
* @return {fabric.Rect} thisArg
* @see {@link fabric.Rect#initialize} for constructor definition
*/
fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {
/**
* List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})
* as well as for history (undo/redo) purposes
* @type Array
*/
stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),
/**
* Type of an object
* @type String
* @default
*/
type: 'rect',
/**
* Horizontal border radius
* @type Number
* @default
*/
rx: 0,
/**
* Vertical border radius
* @type Number
* @default
*/
ry: 0,
cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),
/**
* Constructor
* @param {Object} [options] Options object
* @return {Object} thisArg
*/
initialize: function(options) {
this.callSuper('initialize', options);
this._initRxRy();
},
/**
* Initializes rx/ry attributes
* @private
*/
_initRxRy: function() {
if (this.rx && !this.ry) {
this.ry = this.rx;
}
else if (this.ry && !this.rx) {
this.rx = this.ry;
}
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_render: function(ctx) {
// 1x1 case (used in spray brush) optimization was removed because
// with caching and higher zoom level this makes more damage than help
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;
ctx.beginPath();
ctx.moveTo(x + rx, y);
ctx.lineTo(x + w - rx, y);
isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);
ctx.lineTo(x + w, y + h - ry);
isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);
ctx.lineTo(x + rx, y + h);
isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);
ctx.lineTo(x, y + ry);
isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);
ctx.closePath();
this._renderPaintInOrder(ctx);
},
/**
* Returns object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toObject: function(propertiesToInclude) {
return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));
},
});
/**
* Returns {@link fabric.Rect} instance from an object representation
* @static
* @memberOf fabric.Rect
* @param {Object} object Object to create an instance from
* @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created
*/
fabric.Rect.fromObject = function(object, callback) {
return fabric.Object._fromObject('Rect', object, callback);
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
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;
if (fabric.Polyline) {
fabric.warn('fabric.Polyline is already defined');
return;
}
/**
* Polyline class
* @class fabric.Polyline
* @extends fabric.Object
* @see {@link fabric.Polyline#initialize} for constructor definition
*/
fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {
/**
* Type of an object
* @type String
* @default
*/
type: 'polyline',
/**
* Points array
* @type Array
* @default
*/
points: null,
/**
* WARNING: Feature in progress
* Calculate the exact bounding box taking in account strokeWidth on acute angles
* this will be turned to true by default on fabric 6.0
* maybe will be left in as an optimization since calculations may be slow
* @deprecated
* @type Boolean
* @default false
*/
exactBoundingBox: false,
cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),
/**
* Constructor
* @param {Array} points Array of points (where each point is an object with x and y)
* @param {Object} [options] Options object
* @return {fabric.Polyline} thisArg
* @example
* var poly = new fabric.Polyline([
* { x: 10, y: 10 },
* { x: 50, y: 30 },
* { x: 40, y: 70 },
* { x: 60, y: 50 },
* { x: 100, y: 150 },
* { x: 40, y: 100 }
* ], {
* stroke: 'red',
* left: 100,
* top: 100
* });
*/
initialize: function(points, options) {
options = options || {};
this.points = points || [];
this.callSuper('initialize', options);
this._setPositionDimensions(options);
},
/**
* @private
*/
_projectStrokeOnPoints: function () {
return projectStrokeOnPoints(this.points, this, true);
},
_setPositionDimensions: function(options) {
var calcDim = this._calcDimensions(options), correctLeftTop,
correctSize = this.exactBoundingBox ? this.strokeWidth : 0;
this.width = calcDim.width - correctSize;
this.height = calcDim.height - correctSize;
if (!options.fromSVG) {
correctLeftTop = this.translateToGivenOrigin(
{
// this looks bad, but is one way to keep it optional for now.
x: calcDim.left - this.strokeWidth / 2 + correctSize / 2,
y: calcDim.top - this.strokeWidth / 2 + correctSize / 2
},
'left',
'top',
this.originX,
this.originY
);
}
if (typeof options.left === 'undefined') {
this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;
}
if (typeof options.top === 'undefined') {
this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;
}
this.pathOffset = {
x: calcDim.left + this.width / 2 + correctSize / 2,
y: calcDim.top + this.height / 2 + correctSize / 2
};
},
/**
* Calculate the polygon min and max point from points array,
* returning an object with left, top, width, height to measure the
* polygon size
* @return {Object} object.left X coordinate of the polygon leftmost point
* @return {Object} object.top Y coordinate of the polygon topmost point
* @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point
* @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point
* @private
*/
_calcDimensions: function() {
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);
return {
left: minX,
top: minY,
width: width,
height: height,
};
},
/**
* Returns object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} Object representation of an instance
*/
toObject: function(propertiesToInclude) {
return extend(this.callSuper('toObject', propertiesToInclude), {
points: this.points.concat()
});
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
commonRender: function(ctx) {
var point, len = this.points.length,
x = this.pathOffset.x,
y = this.pathOffset.y;
if (!len || isNaN(this.points[len - 1].y)) {
// do not draw if no points or odd points
// NaN comes from parseFloat of a empty string in parser
return false;
}
ctx.beginPath();
ctx.moveTo(this.points[0].x - x, this.points[0].y - y);
for (var i = 0; i < len; i++) {
point = this.points[i];
ctx.lineTo(point.x - x, point.y - y);
}
return true;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_render: function(ctx) {
if (!this.commonRender(ctx)) {
return;
}
this._renderPaintInOrder(ctx);
},
/**
* Returns complexity of an instance
* @return {Number} complexity of this instance
*/
complexity: function() {
return this.get('points').length;
}
});
/**
* Returns fabric.Polyline instance from an object representation
* @static
* @memberOf fabric.Polyline
* @param {Object} object Object to create an instance from
* @param {Function} [callback] Callback to invoke when an fabric.Path instance is created
*/
fabric.Polyline.fromObject = function(object, callback) {
return fabric.Object._fromObject('Polyline', object, callback, 'points');
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
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;
if (fabric.Path) {
fabric.warn('fabric.Path is already defined');
return;
}
/**
* Path class
* @class fabric.Path
* @extends fabric.Object
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}
* @see {@link fabric.Path#initialize} for constructor definition
*/
fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {
/**
* Type of an object
* @type String
* @default
*/
type: 'path',
/**
* Array of path points
* @type Array
* @default
*/
path: null,
cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),
stateProperties: fabric.Object.prototype.stateProperties.concat('path'),
/**
* Constructor
* @param {Array|String} path Path data (sequence of coordinates and corresponding "command" tokens)
* @param {Object} [options] Options object
* @return {fabric.Path} thisArg
*/
initialize: function (path, options) {
options = clone(options || {});
delete options.path;
this.callSuper('initialize', options);
this._setPath(path || [], options);
},
/**
* @private
* @param {Array|String} path Path data (sequence of coordinates and corresponding "command" tokens)
* @param {Object} [options] Options object
*/
_setPath: function (path, options) {
this.path = fabric.util.makePathSimpler(
Array.isArray(path) ? path : fabric.util.parsePath(path)
);
fabric.Polyline.prototype._setPositionDimensions.call(this, options || {});
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx context to render path on
*/
_renderPathCommands: function(ctx) {
var current, // current instruction
subpathStartX = 0,
subpathStartY = 0,
x = 0, // current x
y = 0, // current y
controlX = 0, // current control point x
controlY = 0, // current control point y
l = -this.pathOffset.x,
t = -this.pathOffset.y;
ctx.beginPath();
for (var i = 0, len = this.path.length; i < len; ++i) {
current = this.path[i];
switch (current[0]) { // first letter
case 'L': // lineto, absolute
x = current[1];
y = current[2];
ctx.lineTo(x + l, y + t);
break;
case 'M': // moveTo, absolute
x = current[1];
y = current[2];
subpathStartX = x;
subpathStartY = y;
ctx.moveTo(x + l, y + t);
break;
case 'C': // bezierCurveTo, absolute
x = current[5];
y = current[6];
controlX = current[3];
controlY = current[4];
ctx.bezierCurveTo(
current[1] + l,
current[2] + t,
controlX + l,
controlY + t,
x + l,
y + t
);
break;
case 'Q': // quadraticCurveTo, absolute
ctx.quadraticCurveTo(
current[1] + l,
current[2] + t,
current[3] + l,
current[4] + t
);
x = current[3];
y = current[4];
controlX = current[1];
controlY = current[2];
break;
case 'z':
case 'Z':
x = subpathStartX;
y = subpathStartY;
ctx.closePath();
break;
}
}
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx context to render path on
*/
_render: function(ctx) {
this._renderPathCommands(ctx);
this._renderPaintInOrder(ctx);
},
/**
* Returns string representation of an instance
* @return {String} string representation of an instance
*/
toString: function() {
return '#<fabric.Path (' + this.complexity() +
'): { "top": ' + this.top + ', "left": ' + this.left + ' }>';
},
/**
* Returns object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toObject: function(propertiesToInclude) {
return extend(this.callSuper('toObject', propertiesToInclude), {
path: this.path.map(function(item) { return item.slice(); }),
});
},
/**
* Returns dataless object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toDatalessObject: function(propertiesToInclude) {
var o = this.toObject(['sourcePath'].concat(propertiesToInclude));
if (o.sourcePath) {
delete o.path;
}
return o;
},
/**
* Returns number representation of an instance complexity
* @return {Number} complexity of this instance
*/
complexity: function() {
return this.path.length;
},
/**
* @private
*/
_calcDimensions: function() {
var aX = [],
aY = [],
current, // current instruction
subpathStartX = 0,
subpathStartY = 0,
x = 0, // current x
y = 0, // current y
bounds;
for (var i = 0, len = this.path.length; i < len; ++i) {
current = this.path[i];
switch (current[0]) { // first letter
case 'L': // lineto, absolute
x = current[1];
y = current[2];
bounds = [];
break;
case 'M': // moveTo, absolute
x = current[1];
y = current[2];
subpathStartX = x;
subpathStartY = y;
bounds = [];
break;
case 'C': // bezierCurveTo, absolute
bounds = fabric.util.getBoundsOfCurve(x, y,
current[1],
current[2],
current[3],
current[4],
current[5],
current[6]
);
x = current[5];
y = current[6];
break;
case 'Q': // quadraticCurveTo, absolute
bounds = fabric.util.getBoundsOfCurve(x, y,
current[1],
current[2],
current[1],
current[2],
current[3],
current[4]
);
x = current[3];
y = current[4];
break;
case 'z':
case 'Z':
x = subpathStartX;
y = subpathStartY;
break;
}
bounds.forEach(function (point) {
aX.push(point.x);
aY.push(point.y);
});
aX.push(x);
aY.push(y);
}
var minX = min(aX) || 0,
minY = min(aY) || 0,
maxX = max(aX) || 0,
maxY = max(aY) || 0,
deltaX = maxX - minX,
deltaY = maxY - minY;
return {
left: minX,
top: minY,
width: deltaX,
height: deltaY
};
}
});
/**
* Creates an instance of fabric.Path from an object
* @static
* @memberOf fabric.Path
* @param {Object} object
* @param {Function} [callback] Callback to invoke when an fabric.Path instance is created
*/
fabric.Path.fromObject = function(object, callback) {
if (typeof object.sourcePath === 'string') {
var pathUrl = object.sourcePath;
fabric.loadSVGFromURL(pathUrl, function (elements) {
var path = elements[0];
path.setOptions(object);
callback && callback(path);
});
}
else {
fabric.Object._fromObject('Path', object, callback, 'path');
}
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
min = fabric.util.array.min,
max = fabric.util.array.max;
if (fabric.Group) {
return;
}
/**
* Group class
* @class fabric.Group
* @extends fabric.Object
* @mixes fabric.Collection
* @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}
* @see {@link fabric.Group#initialize} for constructor definition
*/
fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {
/**
* Type of an object
* @type String
* @default
*/
type: 'group',
/**
* Width of stroke
* @type Number
* @default
*/
strokeWidth: 0,
/**
* Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets
* @type Boolean
* @default
*/
subTargetCheck: false,
/**
* Groups are container, do not render anything on theyr own, ence no cache properties
* @type Array
* @default
*/
cacheProperties: [],
/**
* setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still
* available setting this boolean to true.
* @type Boolean
* @since 2.0.0
* @default
*/
useSetOnGroup: false,
/**
* Constructor
* @param {Object} objects Group objects
* @param {Object} [options] Options object
* @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.
* @return {Object} thisArg
*/
initialize: function(objects, options, isAlreadyGrouped) {
options = options || {};
this._objects = [];
// if objects enclosed in a group have been grouped already,
// we cannot change properties of objects.
// Thus we need to set options to group without objects,
isAlreadyGrouped && this.callSuper('initialize', options);
this._objects = objects || [];
for (var i = this._objects.length; i--; ) {
this._objects[i].group = this;
}
if (!isAlreadyGrouped) {
var center = options && options.centerPoint;
// we want to set origins before calculating the bounding box.
// so that the topleft can be set with that in mind.
// if specific top and left are passed, are overwritten later
// with the callSuper('initialize', options)
if (options.originX !== undefined) {
this.originX = options.originX;
}
if (options.originY !== undefined) {
this.originY = options.originY;
}
// if coming from svg i do not want to calc bounds.
// i assume width and height are passed along options
center || this._calcBounds();
this._updateObjectsCoords(center);
delete options.centerPoint;
this.callSuper('initialize', options);
}
else {
this._updateObjectsACoords();
}
this.setCoords();
},
/**
* @private
*/
_updateObjectsACoords: function() {
var skipControls = true;
for (var i = this._objects.length; i--; ){
this._objects[i].setCoords(skipControls);
}
},
/**
* @private
* @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change
*/
_updateObjectsCoords: function(center) {
var center = center || this.getCenterPoint();
for (var i = this._objects.length; i--; ){
this._updateObjectCoords(this._objects[i], center);
}
},
/**
* @private
* @param {Object} object
* @param {fabric.Point} center, current center of group.
*/
_updateObjectCoords: function(object, center) {
var objectLeft = object.left,
objectTop = object.top,
skipControls = true;
object.set({
left: objectLeft - center.x,
top: objectTop - center.y
});
object.group = this;
object.setCoords(skipControls);
},
/**
* Returns string represenation of a group
* @return {String}
*/
toString: function() {
return '#<fabric.Group: (' + this.complexity() + ')>';
},
/**
* Adds an object to a group; Then recalculates group's dimension, position.
* @param {Object} object
* @return {fabric.Group} thisArg
* @chainable
*/
addWithUpdate: function(object) {
var nested = !!this.group;
this._restoreObjectsState();
fabric.util.resetObjectTransform(this);
if (object) {
if (nested) {
// if this group is inside another group, we need to pre transform the object
fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());
}
this._objects.push(object);
object.group = this;
object._set('canvas', this.canvas);
}
this._calcBounds();
this._updateObjectsCoords();
this.dirty = true;
if (nested) {
this.group.addWithUpdate();
}
else {
this.setCoords();
}
return this;
},
/**
* Removes an object from a group; Then recalculates group's dimension, position.
* @param {Object} object
* @return {fabric.Group} thisArg
* @chainable
*/
removeWithUpdate: function(object) {
this._restoreObjectsState();
fabric.util.resetObjectTransform(this);
this.remove(object);
this._calcBounds();
this._updateObjectsCoords();
this.setCoords();
this.dirty = true;
return this;
},
/**
* @private
*/
_onObjectAdded: function(object) {
this.dirty = true;
object.group = this;
object._set('canvas', this.canvas);
},
/**
* @private
*/
_onObjectRemoved: function(object) {
this.dirty = true;
delete object.group;
},
/**
* @private
*/
_set: function(key, value) {
var i = this._objects.length;
if (this.useSetOnGroup) {
while (i--) {
this._objects[i].setOnGroup(key, value);
}
}
if (key === 'canvas') {
while (i--) {
this._objects[i]._set(key, value);
}
}
fabric.Object.prototype._set.call(this, key, value);
},
/**
* Returns object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toObject: function(propertiesToInclude) {
var _includeDefaultValues = this.includeDefaultValues;
var objsToObject = this._objects
.filter(function (obj) {
return !obj.excludeFromExport;
})
.map(function (obj) {
var originalDefaults = obj.includeDefaultValues;
obj.includeDefaultValues = _includeDefaultValues;
var _obj = obj.toObject(propertiesToInclude);
obj.includeDefaultValues = originalDefaults;
return _obj;
});
var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);
obj.objects = objsToObject;
return obj;
},
/**
* Returns object representation of an instance, in dataless mode.
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} object representation of an instance
*/
toDatalessObject: function(propertiesToInclude) {
var objsToObject, sourcePath = this.sourcePath;
if (sourcePath) {
objsToObject = sourcePath;
}
else {
var _includeDefaultValues = this.includeDefaultValues;
objsToObject = this._objects.map(function(obj) {
var originalDefaults = obj.includeDefaultValues;
obj.includeDefaultValues = _includeDefaultValues;
var _obj = obj.toDatalessObject(propertiesToInclude);
obj.includeDefaultValues = originalDefaults;
return _obj;
});
}
var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);
obj.objects = objsToObject;
return obj;
},
/**
* Renders instance on a given context
* @param {CanvasRenderingContext2D} ctx context to render instance on
*/
render: function(ctx) {
this._transformDone = true;
this.callSuper('render', ctx);
this._transformDone = false;
},
/**
* Decide if the object should cache or not. Create its own cache level
* needsItsOwnCache should be used when the object drawing method requires
* a cache step. None of the fabric classes requires it.
* Generally you do not cache objects in groups because the group is already cached.
* @return {Boolean}
*/
shouldCache: function() {
var ownCache = fabric.Object.prototype.shouldCache.call(this);
if (ownCache) {
for (var i = 0, len = this._objects.length; i < len; i++) {
if (this._objects[i].willDrawShadow()) {
this.ownCaching = false;
return false;
}
}
}
return ownCache;
},
/**
* Check if this object or a child object will cast a shadow
* @return {Boolean}
*/
willDrawShadow: function() {
if (fabric.Object.prototype.willDrawShadow.call(this)) {
return true;
}
for (var i = 0, len = this._objects.length; i < len; i++) {
if (this._objects[i].willDrawShadow()) {
return true;
}
}
return false;
},
/**
* Check if this group or its parent group are caching, recursively up
* @return {Boolean}
*/
isOnACache: function() {
return this.ownCaching || (this.group && this.group.isOnACache());
},
/**
* Execute the drawing operation for an object on a specified context
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
drawObject: function(ctx) {
for (var i = 0, len = this._objects.length; i < len; i++) {
this._objects[i].render(ctx);
}
this._drawClipPath(ctx, this.clipPath);
},
/**
* Check if cache is dirty
*/
isCacheDirty: function(skipCanvas) {
if (this.callSuper('isCacheDirty', skipCanvas)) {
return true;
}
if (!this.statefullCache) {
return false;
}
for (var i = 0, len = this._objects.length; i < len; i++) {
if (this._objects[i].isCacheDirty(true)) {
if (this._cacheCanvas) {
// if this group has not a cache canvas there is nothing to clean
var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;
this._cacheContext.clearRect(-x / 2, -y / 2, x, y);
}
return true;
}
}
return false;
},
/**
* Restores original state of each of group objects (original state is that which was before group was created).
* if the nested boolean is true, the original state will be restored just for the
* first group and not for all the group chain
* @private
* @param {Boolean} nested tell the function to restore object state up to the parent group and not more
* @return {fabric.Group} thisArg
* @chainable
*/
_restoreObjectsState: function() {
var groupMatrix = this.calcOwnMatrix();
this._objects.forEach(function(object) {
// instead of using _this = this;
fabric.util.addTransformToObject(object, groupMatrix);
delete object.group;
object.setCoords();
});
return this;
},
/**
* Destroys a group (restoring state of its objects)
* @return {fabric.Group} thisArg
* @chainable
*/
destroy: function() {
// when group is destroyed objects needs to get a repaint to be eventually
// displayed on canvas.
this._objects.forEach(function(object) {
object.set('dirty', true);
});
return this._restoreObjectsState();
},
dispose: function () {
this.callSuper('dispose');
this.forEachObject(function (object) {
object.dispose && object.dispose();
});
this._objects = [];
},
/**
* make a group an active selection, remove the group from canvas
* the group has to be on canvas for this to work.
* @return {fabric.ActiveSelection} thisArg
* @chainable
*/
toActiveSelection: function() {
if (!this.canvas) {
return;
}
var objects = this._objects, canvas = this.canvas;
this._objects = [];
var options = this.toObject();
delete options.objects;
var activeSelection = new fabric.ActiveSelection([]);
activeSelection.set(options);
activeSelection.type = 'activeSelection';
canvas.remove(this);
objects.forEach(function(object) {
object.group = activeSelection;
object.dirty = true;
canvas.add(object);
});
activeSelection.canvas = canvas;
activeSelection._objects = objects;
canvas._activeObject = activeSelection;
activeSelection.setCoords();
return activeSelection;
},
/**
* Destroys a group (restoring state of its objects)
* @return {fabric.Group} thisArg
* @chainable
*/
ungroupOnCanvas: function() {
return this._restoreObjectsState();
},
/**
* Sets coordinates of all objects inside group
* @return {fabric.Group} thisArg
* @chainable
*/
setObjectsCoords: function() {
var skipControls = true;
this.forEachObject(function(object) {
object.setCoords(skipControls);
});
return this;
},
/**
* @private
*/
_calcBounds: function(onlyWidthHeight) {
var aX = [],
aY = [],
o, prop, coords,
props = ['tr', 'br', 'bl', 'tl'],
i = 0, iLen = this._objects.length,
j, jLen = props.length;
for ( ; i < iLen; ++i) {
o = this._objects[i];
coords = o.calcACoords();
for (j = 0; j < jLen; j++) {
prop = props[j];
aX.push(coords[prop].x);
aY.push(coords[prop].y);
}
o.aCoords = coords;
}
this._getBounds(aX, aY, onlyWidthHeight);
},
/**
* @private
*/
_getBounds: function(aX, aY, onlyWidthHeight) {
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;
this.width = width;
this.height = height;
if (!onlyWidthHeight) {
// the bounding box always finds the topleft most corner.
// whatever is the group origin, we set up here the left/top position.
this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');
}
},
});
/**
* Returns {@link fabric.Group} instance from an object representation
* @static
* @memberOf fabric.Group
* @param {Object} object Object to create a group from
* @param {Function} [callback] Callback to invoke when an group instance is created
*/
fabric.Group.fromObject = function(object, callback) {
var objects = object.objects,
options = fabric.util.object.clone(object, true);
delete options.objects;
if (typeof objects === 'string') {
// it has to be an url or something went wrong.
fabric.loadSVGFromURL(objects, function (elements) {
var group = fabric.util.groupSVGElements(elements, object, objects);
group.set(options);
callback && callback(group);
});
return;
}
fabric.util.enlivenObjects(objects, function (enlivenedObjects) {
var options = fabric.util.object.clone(object, true);
delete options.objects;
fabric.util.enlivenObjectEnlivables(object, options, function () {
callback && callback(new fabric.Group(enlivenedObjects, options, true));
});
});
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { });
if (fabric.ActiveSelection) {
return;
}
/**
* Group class
* @class fabric.ActiveSelection
* @extends fabric.Group
* @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}
* @see {@link fabric.ActiveSelection#initialize} for constructor definition
*/
fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {
/**
* Type of an object
* @type String
* @default
*/
type: 'activeSelection',
/**
* Constructor
* @param {Object} objects ActiveSelection objects
* @param {Object} [options] Options object
* @return {Object} thisArg
*/
initialize: function(objects, options) {
options = options || {};
this._objects = objects || [];
for (var i = this._objects.length; i--; ) {
this._objects[i].group = this;
}
if (options.originX) {
this.originX = options.originX;
}
if (options.originY) {
this.originY = options.originY;
}
this._calcBounds();
this._updateObjectsCoords();
fabric.Object.prototype.initialize.call(this, options);
this.setCoords();
},
/**
* Change te activeSelection to a normal group,
* High level function that automatically adds it to canvas as
* active object. no events fired.
* @since 2.0.0
* @return {fabric.Group}
*/
toGroup: function() {
var objects = this._objects.concat();
this._objects = [];
var options = fabric.Object.prototype.toObject.call(this);
var newGroup = new fabric.Group([]);
delete options.type;
newGroup.set(options);
objects.forEach(function(object) {
object.canvas.remove(object);
object.group = newGroup;
});
newGroup._objects = objects;
if (!this.canvas) {
return newGroup;
}
var canvas = this.canvas;
canvas.add(newGroup);
canvas._activeObject = newGroup;
newGroup.setCoords();
return newGroup;
},
/**
* If returns true, deselection is cancelled.
* @since 2.0.0
* @return {Boolean} [cancel]
*/
onDeselect: function() {
this.destroy();
return false;
},
/**
* Returns string representation of a group
* @return {String}
*/
toString: function() {
return '#<fabric.ActiveSelection: (' + this.complexity() + ')>';
},
/**
* Decide if the object should cache or not. Create its own cache level
* objectCaching is a global flag, wins over everything
* needsItsOwnCache should be used when the object drawing method requires
* a cache step. None of the fabric classes requires it.
* Generally you do not cache objects in groups because the group outside is cached.
* @return {Boolean}
*/
shouldCache: function() {
return false;
},
/**
* Check if this group or its parent group are caching, recursively up
* @return {Boolean}
*/
isOnACache: function() {
return false;
},
/**
* Renders controls and borders for the object
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Object} [styleOverride] properties to override the object style
* @param {Object} [childrenOverride] properties to override the children overrides
*/
_renderControls: function(ctx, styleOverride, childrenOverride) {
ctx.save();
ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;
this.callSuper('_renderControls', ctx, styleOverride);
childrenOverride = childrenOverride || { };
if (typeof childrenOverride.hasControls === 'undefined') {
childrenOverride.hasControls = false;
}
childrenOverride.forActiveSelection = true;
for (var i = 0, len = this._objects.length; i < len; i++) {
this._objects[i]._renderControls(ctx, childrenOverride);
}
ctx.restore();
},
});
/**
* Returns {@link fabric.ActiveSelection} instance from an object representation
* @static
* @memberOf fabric.ActiveSelection
* @param {Object} object Object to create a group from
* @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created
*/
fabric.ActiveSelection.fromObject = function(object, callback) {
fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {
delete object.objects;
callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));
});
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var extend = fabric.util.object.extend;
if (!global.fabric) {
global.fabric = { };
}
if (global.fabric.Image) {
fabric.warn('fabric.Image is already defined.');
return;
}
/**
* Image class
* @class fabric.Image
* @extends fabric.Object
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}
* @see {@link fabric.Image#initialize} for constructor definition
*/
fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {
/**
* Type of an object
* @type String
* @default
*/
type: 'image',
/**
* Width of a stroke.
* For image quality a stroke multiple of 2 gives better results.
* @type Number
* @default
*/
strokeWidth: 0,
/**
* When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.
* This allows for relative urls as image src.
* @since 2.7.0
* @type Boolean
* @default
*/
srcFromAttribute: false,
/**
* private
* contains last value of scaleX to detect
* if the Image got resized after the last Render
* @type Number
*/
_lastScaleX: 1,
/**
* private
* contains last value of scaleY to detect
* if the Image got resized after the last Render
* @type Number
*/
_lastScaleY: 1,
/**
* private
* contains last value of scaling applied by the apply filter chain
* @type Number
*/
_filterScalingX: 1,
/**
* private
* contains last value of scaling applied by the apply filter chain
* @type Number
*/
_filterScalingY: 1,
/**
* minimum scale factor under which any resizeFilter is triggered to resize the image
* 0 will disable the automatic resize. 1 will trigger automatically always.
* number bigger than 1 are not implemented yet.
* @type Number
*/
minimumScaleTrigger: 0.5,
/**
* List of properties to consider when checking if
* state of an object is changed ({@link fabric.Object#hasStateChanged})
* as well as for history (undo/redo) purposes
* @type Array
*/
stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),
/**
* List of properties to consider when checking if cache needs refresh
* Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single
* calls to Object.set(key, value). If the key is in this list, the object is marked as dirty
* and refreshed at the next render
* @type Array
*/
cacheProperties: fabric.Object.prototype.cacheProperties.concat('cropX', 'cropY'),
/**
* key used to retrieve the texture representing this image
* @since 2.0.0
* @type String
* @default
*/
cacheKey: '',
/**
* Image crop in pixels from original image size.
* @since 2.0.0
* @type Number
* @default
*/
cropX: 0,
/**
* Image crop in pixels from original image size.
* @since 2.0.0
* @type Number
* @default
*/
cropY: 0,
/**
* Indicates whether this canvas will use image smoothing when painting this image.
* Also influence if the cacheCanvas for this image uses imageSmoothing
* @since 4.0.0-beta.11
* @type Boolean
* @default
*/
imageSmoothing: true,
/**
* Constructor
* Image can be initialized with any canvas drawable or a string.
* The string should be a url and will be loaded as an image.
* Canvas and Image element work out of the box, while videos require extra code to work.
* Please check video element events for seeking.
* @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element
* @param {Object} [options] Options object
* @param {function} [callback] callback function to call after eventual filters applied.
* @return {fabric.Image} thisArg
*/
initialize: function(element, options) {
options || (options = { });
this.filters = [];
this.cacheKey = 'texture' + fabric.Object.__uid++;
this.callSuper('initialize', options);
this._initElement(element, options);
},
/**
* Returns image element which this instance if based on
* @return {HTMLImageElement} Image element
*/
getElement: function() {
return this._element || {};
},
/**
* Sets image element for this instance to a specified one.
* If filters defined they are applied to new image.
* You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.
* @param {HTMLImageElement} element
* @param {Object} [options] Options object
* @return {fabric.Image} thisArg
* @chainable
*/
setElement: function(element, options) {
this.removeTexture(this.cacheKey);
this.removeTexture(this.cacheKey + '_filtered');
this._element = element;
this._originalElement = element;
this._initConfig(options);
if (this.filters.length !== 0) {
this.applyFilters();
}
// resizeFilters work on the already filtered copy.
// we need to apply resizeFilters AFTER normal filters.
// applyResizeFilters is run more often than normal filters
// and is triggered by user interactions rather than dev code
if (this.resizeFilter) {
this.applyResizeFilters();
}
return this;
},
/**
* Delete a single texture if in webgl mode
*/
removeTexture: function(key) {
var backend = fabric.filterBackend;
if (backend && backend.evictCachesForKey) {
backend.evictCachesForKey(key);
}
},
/**
* Delete textures, reference to elements and eventually JSDOM cleanup
*/
dispose: function () {
this.callSuper('dispose');
this.removeTexture(this.cacheKey);
this.removeTexture(this.cacheKey + '_filtered');
this._cacheContext = undefined;
['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {
fabric.util.cleanUpJsdomNode(this[element]);
this[element] = undefined;
}).bind(this));
},
/**
* Get the crossOrigin value (of the corresponding image element)
*/
getCrossOrigin: function() {
return this._originalElement && (this._originalElement.crossOrigin || null);
},
/**
* Returns original size of an image
* @return {Object} Object with "width" and "height" properties
*/
getOriginalSize: function() {
var element = this.getElement();
return {
width: element.naturalWidth || element.width,
height: element.naturalHeight || element.height
};
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_stroke: function(ctx) {
if (!this.stroke || this.strokeWidth === 0) {
return;
}
var w = this.width / 2, h = this.height / 2;
ctx.beginPath();
ctx.moveTo(-w, -h);
ctx.lineTo(w, -h);
ctx.lineTo(w, h);
ctx.lineTo(-w, h);
ctx.lineTo(-w, -h);
ctx.closePath();
},
/**
* Returns object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} Object representation of an instance
*/
toObject: function(propertiesToInclude) {
var filters = [];
this.filters.forEach(function(filterObj) {
if (filterObj) {
filters.push(filterObj.toObject());
}
});
var object = extend(
this.callSuper(
'toObject',
['cropX', 'cropY'].concat(propertiesToInclude)
), {
src: this.getSrc(),
crossOrigin: this.getCrossOrigin(),
filters: filters,
});
if (this.resizeFilter) {
object.resizeFilter = this.resizeFilter.toObject();
}
return object;
},
/**
* Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.
* @return {Boolean}
*/
hasCrop: function() {
return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;
},
/**
* Returns source of an image
* @param {Boolean} filtered indicates if the src is needed for svg
* @return {String} Source of an image
*/
getSrc: function(filtered) {
var element = filtered ? this._element : this._originalElement;
if (element) {
if (element.toDataURL) {
return element.toDataURL();
}
if (this.srcFromAttribute) {
return element.getAttribute('src');
}
else {
return element.src;
}
}
else {
return this.src || '';
}
},
/**
* Sets source of an image
* @param {String} src Source string (URL)
* @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)
* @param {Object} [options] Options object
* @param {String} [options.crossOrigin] crossOrigin value (one of "", "anonymous", "use-credentials")
* @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes
* @return {fabric.Image} thisArg
* @chainable
*/
setSrc: function(src, callback, options) {
fabric.util.loadImage(src, function(img, isError) {
this.setElement(img, options);
this._setWidthHeight();
callback && callback(this, isError);
}, this, options && options.crossOrigin);
return this;
},
/**
* Returns string representation of an instance
* @return {String} String representation of an instance
*/
toString: function() {
return '#<fabric.Image: { src: "' + this.getSrc() + '" }>';
},
applyResizeFilters: function() {
var filter = this.resizeFilter,
minimumScale = this.minimumScaleTrigger,
objectScale = this.getTotalObjectScaling(),
scaleX = objectScale.scaleX,
scaleY = objectScale.scaleY,
elementToFilter = this._filteredEl || this._originalElement;
if (this.group) {
this.set('dirty', true);
}
if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {
this._element = elementToFilter;
this._filterScalingX = 1;
this._filterScalingY = 1;
this._lastScaleX = scaleX;
this._lastScaleY = scaleY;
return;
}
if (!fabric.filterBackend) {
fabric.filterBackend = fabric.initFilterBackend();
}
var canvasEl = fabric.util.createCanvasElement(),
cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,
sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;
canvasEl.width = sourceWidth;
canvasEl.height = sourceHeight;
this._element = canvasEl;
this._lastScaleX = filter.scaleX = scaleX;
this._lastScaleY = filter.scaleY = scaleY;
fabric.filterBackend.applyFilters(
[filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);
this._filterScalingX = canvasEl.width / this._originalElement.width;
this._filterScalingY = canvasEl.height / this._originalElement.height;
},
/**
* Applies filters assigned to this image (from "filters" array) or from filter param
* @method applyFilters
* @param {Array} filters to be applied
* @param {Boolean} forResizing specify if the filter operation is a resize operation
* @return {thisArg} return the fabric.Image object
* @chainable
*/
applyFilters: function(filters) {
filters = filters || this.filters || [];
filters = filters.filter(function(filter) { return filter && !filter.isNeutralState(); });
this.set('dirty', true);
// needs to clear out or WEBGL will not resize correctly
this.removeTexture(this.cacheKey + '_filtered');
if (filters.length === 0) {
this._element = this._originalElement;
this._filteredEl = null;
this._filterScalingX = 1;
this._filterScalingY = 1;
return this;
}
var imgElement = this._originalElement,
sourceWidth = imgElement.naturalWidth || imgElement.width,
sourceHeight = imgElement.naturalHeight || imgElement.height;
if (this._element === this._originalElement) {
// if the element is the same we need to create a new element
var canvasEl = fabric.util.createCanvasElement();
canvasEl.width = sourceWidth;
canvasEl.height = sourceHeight;
this._element = canvasEl;
this._filteredEl = canvasEl;
}
else {
// clear the existing element to get new filter data
// also dereference the eventual resized _element
this._element = this._filteredEl;
this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);
// we also need to resize again at next renderAll, so remove saved _lastScaleX/Y
this._lastScaleX = 1;
this._lastScaleY = 1;
}
if (!fabric.filterBackend) {
fabric.filterBackend = fabric.initFilterBackend();
}
fabric.filterBackend.applyFilters(
filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);
if (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;
}
return this;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_render: function(ctx) {
fabric.util.setImageSmoothing(ctx, this.imageSmoothing);
if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {
this.applyResizeFilters();
}
this._stroke(ctx);
this._renderPaintInOrder(ctx);
},
/**
* Paint the cached copy of the object on the target context.
* it will set the imageSmoothing for the draw operation
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
drawCacheOnCanvas: function(ctx) {
fabric.util.setImageSmoothing(ctx, this.imageSmoothing);
fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);
},
/**
* Decide if the object should cache or not. Create its own cache level
* needsItsOwnCache should be used when the object drawing method requires
* a cache step. None of the fabric classes requires it.
* Generally you do not cache objects in groups because the group outside is cached.
* This is the special image version where we would like to avoid caching where possible.
* Essentially images do not benefit from caching. They may require caching, and in that
* case we do it. Also caching an image usually ends in a loss of details.
* A full performance audit should be done.
* @return {Boolean}
*/
shouldCache: function() {
return this.needsItsOwnCache();
},
_renderFill: function(ctx) {
var elementToDraw = this._element;
if (!elementToDraw) {
return;
}
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.
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.
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);
elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);
},
/**
* needed to check if image needs resize
* @private
*/
_needsResize: function() {
var scale = this.getTotalObjectScaling();
return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);
},
/**
* @private
*/
_resetWidthHeight: function() {
this.set(this.getOriginalSize());
},
/**
* The Image class's initialization method. This method is automatically
* called by the constructor.
* @private
* @param {HTMLImageElement|String} element The element representing the image
* @param {Object} [options] Options object
*/
_initElement: function(element, options) {
this.setElement(fabric.util.getById(element), options);
fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);
},
/**
* @private
* @param {Object} [options] Options object
*/
_initConfig: function(options) {
options || (options = { });
this.setOptions(options);
this._setWidthHeight(options);
},
/**
* @private
* @param {Array} filters to be initialized
* @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created
*/
_initFilters: function(filters, callback) {
if (filters && filters.length) {
fabric.util.enlivenObjects(filters, function(enlivenedObjects) {
callback && callback(enlivenedObjects);
}, 'fabric.Image.filters');
}
else {
callback && callback();
}
},
/**
* @private
* Set the width and the height of the image object, using the element or the
* options.
* @param {Object} [options] Object with width/height properties
*/
_setWidthHeight: function(options) {
options || (options = { });
var el = this.getElement();
this.width = options.width || el.naturalWidth || el.width || 0;
this.height = options.height || el.naturalHeight || el.height || 0;
},
/**
* Calculate offset for center and scale factor for the image in order to respect
* the preserveAspectRatio attribute
* @private
* @return {Object}
*/
parsePreserveAspectRatioAttribute: function() {
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 = { width: pWidth, height: pHeight };
if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {
if (pAR.meetOrSlice === 'meet') {
scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);
offset = (pWidth - rWidth * scaleX) / 2;
if (pAR.alignX === 'Min') {
offsetLeft = -offset;
}
if (pAR.alignX === 'Max') {
offsetLeft = offset;
}
offset = (pHeight - rHeight * scaleY) / 2;
if (pAR.alignY === 'Min') {
offsetTop = -offset;
}
if (pAR.alignY === 'Max') {
offsetTop = offset;
}
}
if (pAR.meetOrSlice === 'slice') {
scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);
offset = rWidth - pWidth / scaleX;
if (pAR.alignX === 'Mid') {
cropX = offset / 2;
}
if (pAR.alignX === 'Max') {
cropX = offset;
}
offset = rHeight - pHeight / scaleY;
if (pAR.alignY === 'Mid') {
cropY = offset / 2;
}
if (pAR.alignY === 'Max') {
cropY = offset;
}
rWidth = pWidth / scaleX;
rHeight = pHeight / scaleY;
}
}
else {
scaleX = pWidth / rWidth;
scaleY = pHeight / rHeight;
}
return {
width: rWidth,
height: rHeight,
scaleX: scaleX,
scaleY: scaleY,
offsetLeft: offsetLeft,
offsetTop: offsetTop,
cropX: cropX,
cropY: cropY
};
}
});
/**
* Default CSS class name for canvas
* @static
* @type String
* @default
*/
fabric.Image.CSS_CANVAS = 'canvas-img';
/**
* Alias for getSrc
* @static
*/
fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;
/**
* Creates an instance of fabric.Image from its object representation
* @static
* @param {Object} object Object to create an instance from
* @param {Function} callback Callback to invoke when an image instance is created
*/
fabric.Image.fromObject = function(_object, callback) {
var object = fabric.util.object.clone(_object);
fabric.util.loadImage(object.src, function(img, isError) {
if (isError) {
callback && callback(null, true);
return;
}
fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {
object.filters = filters || [];
fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {
object.resizeFilter = resizeFilters[0];
fabric.util.enlivenObjectEnlivables(object, object, function () {
var image = new fabric.Image(img, object);
callback(image, false);
});
});
});
}, null, object.crossOrigin);
};
/**
* Creates an instance of fabric.Image from an URL string
* @static
* @param {String} url URL to create an image from
* @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.
* @param {Object} [imgOptions] Options object
*/
fabric.Image.fromURL = function(url, callback, imgOptions) {
fabric.util.loadImage(url, function(img, isError) {
callback && callback(new fabric.Image(img, imgOptions), isError);
}, null, imgOptions && imgOptions.crossOrigin);
};
})(typeof exports !== 'undefined' ? exports : this);
(function() {
'use strict';
/**
* Tests if webgl supports certain precision
* @param {WebGL} Canvas WebGL context to test on
* @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'
* @returns {Boolean} Whether the user's browser WebGL supports given precision.
*/
function testPrecision(gl, precision){
var fragmentSource = 'precision ' + precision + ' float;\nvoid main(){}';
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentSource);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
return false;
}
return true;
}
/**
* Indicate whether this filtering backend is supported by the user's browser.
* @param {Number} tileSize check if the tileSize is supported
* @returns {Boolean} Whether the user's browser supports WebGL.
*/
fabric.isWebglSupported = function(tileSize) {
if (fabric.isLikelyNode) {
return false;
}
tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;
var canvas = document.createElement('canvas');
var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
var isSupported = false;
// eslint-disable-next-line
if (gl) {
fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
isSupported = fabric.maxTextureSize >= tileSize;
var precisions = ['highp', 'mediump', 'lowp'];
for (var i = 0; i < 3; i++){
if (testPrecision(gl, precisions[i])){
fabric.webGlPrecision = precisions[i];
break;
};
}
}
this.isSupported = isSupported;
return isSupported;
};
fabric.WebglFilterBackend = WebglFilterBackend;
/**
* WebGL filter backend.
*/
function WebglFilterBackend(options) {
if (options && options.tileSize) {
this.tileSize = options.tileSize;
}
this.setupGLContext(this.tileSize, this.tileSize);
this.captureGPUInfo();
};
WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {
tileSize: 2048,
/**
* Experimental. This object is a sort of repository of help layers used to avoid
* of recreating them during frequent filtering. If you are previewing a filter with
* a slider you probably do not want to create help layers every filter step.
* in this object there will be appended some canvases, created once, resized sometimes
* cleared never. Clearing is left to the developer.
**/
resources: {
},
/**
* Setup a WebGL context suitable for filtering, and bind any needed event handlers.
*/
setupGLContext: function(width, height) {
this.dispose();
this.createWebGLCanvas(width, height);
// eslint-disable-next-line
this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);
this.chooseFastestCopyGLTo2DMethod(width, height);
},
/**
* Pick a method to copy data from GL context to 2d canvas. In some browsers using
* putImageData is faster than drawImage for that specific operation.
*/
chooseFastestCopyGLTo2DMethod: function(width, height) {
var canMeasurePerf = typeof window.performance !== 'undefined', canUseImageData;
try {
new ImageData(1, 1);
canUseImageData = true;
}
catch (e) {
canUseImageData = false;
}
// eslint-disable-next-line no-undef
var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';
// eslint-disable-next-line no-undef
var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';
if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {
return;
}
var targetCanvas = fabric.util.createCanvasElement();
// eslint-disable-next-line no-undef
var imageBuffer = new ArrayBuffer(width * height * 4);
if (fabric.forceGLPutImageData) {
this.imageBuffer = imageBuffer;
this.copyGLTo2D = copyGLTo2DPutImageData;
return;
}
var testContext = {
imageBuffer: imageBuffer,
destinationWidth: width,
destinationHeight: height,
targetCanvas: targetCanvas
};
var startTime, drawImageTime, putImageDataTime;
targetCanvas.width = width;
targetCanvas.height = height;
startTime = window.performance.now();
copyGLTo2DDrawImage.call(testContext, this.gl, testContext);
drawImageTime = window.performance.now() - startTime;
startTime = window.performance.now();
copyGLTo2DPutImageData.call(testContext, this.gl, testContext);
putImageDataTime = window.performance.now() - startTime;
if (drawImageTime > putImageDataTime) {
this.imageBuffer = imageBuffer;
this.copyGLTo2D = copyGLTo2DPutImageData;
}
else {
this.copyGLTo2D = copyGLTo2DDrawImage;
}
},
/**
* Create a canvas element and associated WebGL context and attaches them as
* class properties to the GLFilterBackend class.
*/
createWebGLCanvas: function(width, height) {
var canvas = fabric.util.createCanvasElement();
canvas.width = width;
canvas.height = height;
var glOptions = {
alpha: true,
premultipliedAlpha: false,
depth: false,
stencil: false,
antialias: false
},
gl = canvas.getContext('webgl', glOptions);
if (!gl) {
gl = canvas.getContext('experimental-webgl', glOptions);
}
if (!gl) {
return;
}
gl.clearColor(0, 0, 0, 0);
// this canvas can fire webglcontextlost and webglcontextrestored
this.canvas = canvas;
this.gl = gl;
},
/**
* Attempts to apply the requested filters to the source provided, drawing the filtered output
* to the provided target canvas.
*
* @param {Array} filters The filters to apply.
* @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.
* @param {Number} width The width of the source input.
* @param {Number} height The height of the source input.
* @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.
* @param {String|undefined} cacheKey A key used to cache resources related to the source. If
* omitted, caching will be skipped.
*/
applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {
var gl = this.gl;
var cachedTexture;
if (cacheKey) {
cachedTexture = this.getCachedTexture(cacheKey, source);
}
var pipelineState = {
originalWidth: source.width || source.originalWidth,
originalHeight: source.height || source.originalHeight,
sourceWidth: width,
sourceHeight: height,
destinationWidth: width,
destinationHeight: height,
context: gl,
sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),
targetTexture: this.createTexture(gl, width, height),
originalTexture: cachedTexture ||
this.createTexture(gl, width, height, !cachedTexture && source),
passes: filters.length,
webgl: true,
aPosition: this.aPosition,
programCache: this.programCache,
pass: 0,
filterBackend: this,
targetCanvas: targetCanvas
};
var tempFbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);
filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });
resizeCanvasIfNeeded(pipelineState);
this.copyGLTo2D(gl, pipelineState);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.deleteTexture(pipelineState.sourceTexture);
gl.deleteTexture(pipelineState.targetTexture);
gl.deleteFramebuffer(tempFbo);
targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);
return pipelineState;
},
/**
* Detach event listeners, remove references, and clean up caches.
*/
dispose: function() {
if (this.canvas) {
this.canvas = null;
this.gl = null;
}
this.clearWebGLCaches();
},
/**
* Wipe out WebGL-related caches.
*/
clearWebGLCaches: function() {
this.programCache = {};
this.textureCache = {};
},
/**
* Create a WebGL texture object.
*
* Accepts specific dimensions to initialize the texture to or a source image.
*
* @param {WebGLRenderingContext} gl The GL context to use for creating the texture.
* @param {Number} width The width to initialize the texture at.
* @param {Number} height The height to initialize the texture.
* @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.
* @returns {WebGLTexture}
*/
createTexture: function(gl, width, height, textureImageSource) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (textureImageSource) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);
}
else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
return texture;
},
/**
* Can be optionally used to get a texture from the cache array
*
* If an existing texture is not found, a new texture is created and cached.
*
* @param {String} uniqueId A cache key to use to find an existing texture.
* @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the
* texture cache entry if one does not already exist.
*/
getCachedTexture: function(uniqueId, textureImageSource) {
if (this.textureCache[uniqueId]) {
return this.textureCache[uniqueId];
}
else {
var texture = this.createTexture(
this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);
this.textureCache[uniqueId] = texture;
return texture;
}
},
/**
* Clear out cached resources related to a source image that has been
* filtered previously.
*
* @param {String} cacheKey The cache key provided when the source image was filtered.
*/
evictCachesForKey: function(cacheKey) {
if (this.textureCache[cacheKey]) {
this.gl.deleteTexture(this.textureCache[cacheKey]);
delete this.textureCache[cacheKey];
}
},
copyGLTo2D: copyGLTo2DDrawImage,
/**
* Attempt to extract GPU information strings from a WebGL context.
*
* Useful information when debugging or blacklisting specific GPUs.
*
* @returns {Object} A GPU info object with renderer and vendor strings.
*/
captureGPUInfo: function() {
if (this.gpuInfo) {
return this.gpuInfo;
}
var gl = this.gl, gpuInfo = { renderer: '', vendor: '' };
if (!gl) {
return gpuInfo;
}
var ext = gl.getExtension('WEBGL_debug_renderer_info');
if (ext) {
var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);
var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);
if (renderer) {
gpuInfo.renderer = renderer.toLowerCase();
}
if (vendor) {
gpuInfo.vendor = vendor.toLowerCase();
}
}
this.gpuInfo = gpuInfo;
return gpuInfo;
},
};
})();
function resizeCanvasIfNeeded(pipelineState) {
var targetCanvas = pipelineState.targetCanvas,
width = targetCanvas.width, height = targetCanvas.height,
dWidth = pipelineState.destinationWidth,
dHeight = pipelineState.destinationHeight;
if (width !== dWidth || height !== dHeight) {
targetCanvas.width = dWidth;
targetCanvas.height = dHeight;
}
}
/**
* Copy an input WebGL canvas on to an output 2D canvas.
*
* The WebGL canvas is assumed to be upside down, with the top-left pixel of the
* desired output image appearing in the bottom-left corner of the WebGL canvas.
*
* @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.
* @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.
* @param {Object} pipelineState The 2D target canvas to copy on to.
*/
function copyGLTo2DDrawImage(gl, pipelineState) {
var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,
ctx = targetCanvas.getContext('2d');
ctx.translate(0, targetCanvas.height); // move it down again
ctx.scale(1, -1); // vertical flip
// where is my image on the big glcanvas?
var sourceY = glCanvas.height - targetCanvas.height;
ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,
targetCanvas.width, targetCanvas.height);
}
/**
* Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData
* API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).
*
* @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.
* @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.
* @param {Object} pipelineState The 2D target canvas to copy on to.
*/
function copyGLTo2DPutImageData(gl, pipelineState) {
var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),
dWidth = pipelineState.destinationWidth,
dHeight = pipelineState.destinationHeight,
numBytes = dWidth * dHeight * 4;
// eslint-disable-next-line no-undef
var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);
// eslint-disable-next-line no-undef
var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);
gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);
var imgData = new ImageData(u8Clamped, dWidth, dHeight);
ctx.putImageData(imgData, 0, 0);
}
(function() {
'use strict';
var noop = function() {};
fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;
/**
* Canvas 2D filter backend.
*/
function Canvas2dFilterBackend() {};
Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {
evictCachesForKey: noop,
dispose: noop,
clearWebGLCaches: noop,
/**
* Experimental. This object is a sort of repository of help layers used to avoid
* of recreating them during frequent filtering. If you are previewing a filter with
* a slider you probably do not want to create help layers every filter step.
* in this object there will be appended some canvases, created once, resized sometimes
* cleared never. Clearing is left to the developer.
**/
resources: {
},
/**
* Apply a set of filters against a source image and draw the filtered output
* to the provided destination canvas.
*
* @param {EnhancedFilter} filters The filter to apply.
* @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.
* @param {Number} sourceWidth The width of the source input.
* @param {Number} sourceHeight The height of the source input.
* @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.
*/
applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {
var ctx = targetCanvas.getContext('2d');
ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);
var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);
var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);
var pipelineState = {
sourceWidth: sourceWidth,
sourceHeight: sourceHeight,
imageData: imageData,
originalEl: sourceElement,
originalImageData: originalImageData,
canvasEl: targetCanvas,
ctx: ctx,
filterBackend: this,
};
filters.forEach(function(filter) { filter.applyTo(pipelineState); });
if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {
targetCanvas.width = pipelineState.imageData.width;
targetCanvas.height = pipelineState.imageData.height;
}
ctx.putImageData(pipelineState.imageData, 0, 0);
return pipelineState;
},
};
})();
/**
* @namespace fabric.Image.filters
* @memberOf fabric.Image
* @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
*/
fabric.Image = fabric.Image || { };
fabric.Image.filters = fabric.Image.filters || { };
/**
* Root filter class from which all filter classes inherit from
* @class fabric.Image.filters.BaseFilter
* @memberOf fabric.Image.filters
*/
fabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'BaseFilter',
/**
* Array of attributes to send with buffers. do not modify
* @private
*/
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' +
'}',
fragmentSource: 'precision highp float;\n' +
'varying vec2 vTexCoord;\n' +
'uniform sampler2D uTexture;\n' +
'void main() {\n' +
'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
'}',
/**
* Constructor
* @param {Object} [options] Options object
*/
initialize: function(options) {
if (options) {
this.setOptions(options);
}
},
/**
* Sets filter's properties from options
* @param {Object} [options] Options object
*/
setOptions: function(options) {
for (var prop in options) {
this[prop] = options[prop];
}
},
/**
* Compile this filter's shader program.
*
* @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.
* @param {String} fragmentSource fragmentShader source for compilation
* @param {String} vertexSource vertexShader source for compilation
*/
createProgram: function(gl, fragmentSource, vertexSource) {
fragmentSource = fragmentSource || this.fragmentSource;
vertexSource = vertexSource || this.vertexSource;
if (fabric.webGlPrecision !== 'highp'){
fragmentSource = fragmentSource.replace(
/precision highp float/g,
'precision ' + fabric.webGlPrecision + ' float'
);
}
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexSource);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
throw new Error(
// eslint-disable-next-line prefer-template
'Vertex shader compile error for ' + this.type + ': ' +
gl.getShaderInfoLog(vertexShader)
);
}
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentSource);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
throw new Error(
// eslint-disable-next-line prefer-template
'Fragment shader compile error for ' + this.type + ': ' +
gl.getShaderInfoLog(fragmentShader)
);
}
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(
// eslint-disable-next-line prefer-template
'Shader link error for "${this.type}" ' +
gl.getProgramInfoLog(program)
);
}
var attributeLocations = this.getAttributeLocations(gl, program);
var uniformLocations = this.getUniformLocations(gl, program) || { };
uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');
uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');
return {
program: program,
attributeLocations: attributeLocations,
uniformLocations: uniformLocations
};
},
/**
* Return a map of attribute names to WebGLAttributeLocation objects.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {WebGLShaderProgram} program The shader program from which to take attribute locations.
* @returns {Object} A map of attribute names to attribute locations.
*/
getAttributeLocations: function(gl, program) {
return {
aPosition: gl.getAttribLocation(program, 'aPosition'),
};
},
/**
* Return a map of uniform names to WebGLUniformLocation objects.
*
* Intended to be overridden by subclasses.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {WebGLShaderProgram} program The shader program from which to take uniform locations.
* @returns {Object} A map of uniform names to uniform locations.
*/
getUniformLocations: function (/* gl, program */) {
// in case i do not need any special uniform i need to return an empty object
return { };
},
/**
* Send attribute data from this filter to its shader program on the GPU.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {Object} attributeLocations A map of shader attribute names to their locations.
*/
sendAttributeData: function(gl, attributeLocations, aPositionData) {
var attributeLocation = attributeLocations.aPosition;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(attributeLocation);
gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);
},
_setupFrameBuffer: function(options) {
var gl = options.context, width, height;
if (options.passes > 1) {
width = options.destinationWidth;
height = options.destinationHeight;
if (options.sourceWidth !== width || options.sourceHeight !== height) {
gl.deleteTexture(options.targetTexture);
options.targetTexture = options.filterBackend.createTexture(gl, width, height);
}
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,
options.targetTexture, 0);
}
else {
// draw last filter on canvas and not to framebuffer.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.finish();
}
},
_swapTextures: function(options) {
options.passes--;
options.pass++;
var temp = options.targetTexture;
options.targetTexture = options.sourceTexture;
options.sourceTexture = temp;
},
/**
* Generic isNeutral implementation for one parameter based filters.
* Used only in image applyFilters to discard filters that will not have an effect
* on the image
* Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )
* @param {Object} options
**/
isNeutralState: function(/* options */) {
var main = this.mainParameter,
_class = fabric.Image.filters[this.type].prototype;
if (main) {
if (Array.isArray(_class[main])) {
for (var i = _class[main].length; i--;) {
if (this[main][i] !== _class[main][i]) {
return false;
}
}
return true;
}
else {
return _class[main] === this[main];
}
}
else {
return false;
}
},
/**
* Apply this filter to the input image data provided.
*
* Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be executed
* @param {Boolean} options.webgl Whether to use webgl to render the filter.
* @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
* @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
applyTo: function(options) {
if (options.webgl) {
this._setupFrameBuffer(options);
this.applyToWebGL(options);
this._swapTextures(options);
}
else {
this.applyTo2d(options);
}
},
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
retrieveShader: function(options) {
if (!options.programCache.hasOwnProperty(this.type)) {
options.programCache[this.type] = this.createProgram(options.context);
}
return options.programCache[this.type];
},
/**
* Apply this filter using webgl.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be executed
* @param {Boolean} options.webgl Whether to use webgl to render the filter.
* @param {WebGLTexture} options.originalTexture The texture of the original input image.
* @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
* @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
applyToWebGL: function(options) {
var gl = options.context;
var shader = this.retrieveShader(options);
if (options.pass === 0 && options.originalTexture) {
gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);
}
else {
gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);
}
gl.useProgram(shader.program);
this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);
gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);
gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);
this.sendUniformData(gl, shader.uniformLocations);
gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
},
bindAdditionalTexture: function(gl, texture, textureUnit) {
gl.activeTexture(textureUnit);
gl.bindTexture(gl.TEXTURE_2D, texture);
// reset active texture to 0 as usual
gl.activeTexture(gl.TEXTURE0);
},
unbindAdditionalTexture: function(gl, textureUnit) {
gl.activeTexture(textureUnit);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.activeTexture(gl.TEXTURE0);
},
getMainParameter: function() {
return this[this.mainParameter];
},
setMainParameter: function(value) {
this[this.mainParameter] = value;
},
/**
* Send uniform data from this filter to its shader program on the GPU.
*
* Intended to be overridden by subclasses.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {Object} uniformLocations A map of shader uniform names to their locations.
*/
sendUniformData: function(/* gl, uniformLocations */) {
// Intentionally left blank. Override me in subclasses.
},
/**
* If needed by a 2d filter, this functions can create an helper canvas to be used
* remember that options.targetCanvas is available for use till end of chain.
*/
createHelpLayer: function(options) {
if (!options.helpLayer) {
var helpLayer = document.createElement('canvas');
helpLayer.width = options.sourceWidth;
helpLayer.height = options.sourceHeight;
options.helpLayer = helpLayer;
}
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
var object = { type: this.type }, mainP = this.mainParameter;
if (mainP) {
object[mainP] = this[mainP];
}
return object;
},
/**
* Returns a JSON representation of an instance
* @return {Object} JSON
*/
toJSON: function() {
// delegate, not alias
return this.toObject();
}
});
fabric.Image.filters.BaseFilter.fromObject = function(object, callback) {
var filter = new fabric.Image.filters[object.type](object);
callback && callback(filter);
return filter;
};
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Color Matrix filter class
* @class fabric.Image.filters.ColorMatrix
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}
* @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}
* @example <caption>Kodachrome filter</caption>
* var filter = new fabric.Image.filters.ColorMatrix({
* matrix: [
1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,
-0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,
-0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,
0, 0, 0, 1, 0
]
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'ColorMatrix',
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' +
'}',
/**
* Colormatrix for pixels.
* array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning
* outside the -1, 1 range.
* 0.0039215686 is the part of 1 that get translated to 1 in 2d
* @param {Array} matrix array of 20 numbers.
* @default
*/
matrix: [
1, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 1, 0
],
mainParameter: 'matrix',
/**
* Lock the colormatrix on the color part, skipping alpha, mainly for non webgl scenario
* to save some calculation
* @type Boolean
* @default true
*/
colorsOnly: true,
/**
* Constructor
* @param {Object} [options] Options object
*/
initialize: function(options) {
this.callSuper('initialize', options);
// create a new array instead mutating the prototype with push
this.matrix = this.matrix.slice(0);
},
/**
* Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8Array to be filtered.
*/
applyTo2d: function(options) {
var imageData = options.imageData,
data = imageData.data,
iLen = data.length,
m = this.matrix,
r, g, b, a, i, colorsOnly = this.colorsOnly;
for (i = 0; i < iLen; i += 4) {
r = data[i];
g = data[i + 1];
b = data[i + 2];
if (colorsOnly) {
data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;
data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;
data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;
}
else {
a = data[i + 3];
data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;
data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;
data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;
data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;
}
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),
uConstants: gl.getUniformLocation(program, 'uConstants'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
var m = this.matrix,
matrix = [
m[0], m[1], m[2], m[3],
m[5], m[6], m[7], m[8],
m[10], m[11], m[12], m[13],
m[15], m[16], m[17], m[18]
],
constants = [m[4], m[9], m[14], m[19]];
gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);
gl.uniform4fv(uniformLocations.uConstants, constants);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] function to invoke after filter creation
* @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix
*/
fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Brightness filter class
* @class fabric.Image.filters.Brightness
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Brightness({
* brightness: 0.05
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Brightness',
/**
* Fragment source for the brightness program
*/
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' +
'}',
/**
* Brightness value, from -1 to 1.
* translated to -255 to 255 for 2d
* 0.0039215686 is the part of 1 that get translated to 1 in 2d
* @param {Number} brightness
* @default
*/
brightness: 0,
/**
* Describe the property that is the filter parameter
* @param {String} m
* @default
*/
mainParameter: 'brightness',
/**
* Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
if (this.brightness === 0) {
return;
}
var imageData = options.imageData,
data = imageData.data, i, len = data.length,
brightness = Math.round(this.brightness * 255);
for (i = 0; i < len; i += 4) {
data[i] = data[i] + brightness;
data[i + 1] = data[i + 1] + brightness;
data[i + 2] = data[i + 2] + brightness;
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uBrightness: gl.getUniformLocation(program, 'uBrightness'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1f(uniformLocations.uBrightness, this.brightness);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness
*/
fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
extend = fabric.util.object.extend,
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Adapted from <a href="http://www.html5rocks.com/en/tutorials/canvas/imagefilters/">html5rocks article</a>
* @class fabric.Image.filters.Convolute
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example <caption>Sharpen filter</caption>
* var filter = new fabric.Image.filters.Convolute({
* matrix: [ 0, -1, 0,
* -1, 5, -1,
* 0, -1, 0 ]
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
* @example <caption>Blur filter</caption>
* var filter = new fabric.Image.filters.Convolute({
* matrix: [ 1/9, 1/9, 1/9,
* 1/9, 1/9, 1/9,
* 1/9, 1/9, 1/9 ]
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
* @example <caption>Emboss filter</caption>
* var filter = new fabric.Image.filters.Convolute({
* matrix: [ 1, 1, 1,
* 1, 0.7, -1,
* -1, -1, -1 ]
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
* @example <caption>Emboss filter with opaqueness</caption>
* var filter = new fabric.Image.filters.Convolute({
* opaque: true,
* matrix: [ 1, 1, 1,
* 1, 0.7, -1,
* -1, -1, -1 ]
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Convolute',
/*
* Opaque value (true/false)
*/
opaque: false,
/*
* matrix for the filter, max 9x9
*/
matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],
/**
* Fragment source for the brightness program
*/
fragmentSource: {
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' +
'}',
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' +
'}',
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' +
'}',
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' +
'}',
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' +
'}',
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' +
'}',
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' +
'}',
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' +
'}',
},
/**
* Constructor
* @memberOf fabric.Image.filters.Convolute.prototype
* @param {Object} [options] Options object
* @param {Boolean} [options.opaque=false] Opaque value (true/false)
* @param {Array} [options.matrix] Filter matrix
*/
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
retrieveShader: function(options) {
var size = Math.sqrt(this.matrix.length);
var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);
var shaderSource = this.fragmentSource[cacheKey];
if (!options.programCache.hasOwnProperty(cacheKey)) {
options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
}
return options.programCache[cacheKey];
},
/**
* Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
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
alphaFac = this.opaque ? 1 : 0,
r, g, b, a, dstOff,
scx, scy, srcOff, wt,
x, y, cx, cy;
for (y = 0; y < sh; y++) {
for (x = 0; x < sw; x++) {
dstOff = (y * sw + x) * 4;
// calculate the weighed sum of the source image pixels that
// fall under the convolution matrix
r = 0; g = 0; b = 0; a = 0;
for (cy = 0; cy < side; cy++) {
for (cx = 0; cx < side; cx++) {
scy = y + cy - halfSide;
scx = x + cx - halfSide;
// eslint-disable-next-line max-depth
if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {
continue;
}
srcOff = (scy * sw + scx) * 4;
wt = weights[cy * side + cx];
r += data[srcOff] * wt;
g += data[srcOff + 1] * wt;
b += data[srcOff + 2] * wt;
// eslint-disable-next-line max-depth
if (!alphaFac) {
a += data[srcOff + 3] * wt;
}
}
}
dst[dstOff] = r;
dst[dstOff + 1] = g;
dst[dstOff + 2] = b;
if (!alphaFac) {
dst[dstOff + 3] = a;
}
else {
dst[dstOff + 3] = data[dstOff + 3];
}
}
}
options.imageData = output;
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uMatrix: gl.getUniformLocation(program, 'uMatrix'),
uOpaque: gl.getUniformLocation(program, 'uOpaque'),
uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),
uSize: gl.getUniformLocation(program, 'uSize'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1fv(uniformLocations.uMatrix, this.matrix);
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
return extend(this.callSuper('toObject'), {
opaque: this.opaque,
matrix: this.matrix
});
}
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute
*/
fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Grayscale image filter class
* @class fabric.Image.filters.Grayscale
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Grayscale();
* object.filters.push(filter);
* object.applyFilters();
*/
filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Grayscale',
fragmentSource: {
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' +
'}',
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' +
'}',
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' +
'}',
},
/**
* Grayscale mode, between 'average', 'lightness', 'luminosity'
* @param {String} type
* @default
*/
mode: 'average',
mainParameter: 'mode',
/**
* Apply the Grayscale operation to a Uint8Array representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8Array to be filtered.
*/
applyTo2d: function(options) {
var imageData = options.imageData,
data = imageData.data, i,
len = data.length, value,
mode = this.mode;
for (i = 0; i < len; i += 4) {
if (mode === 'average') {
value = (data[i] + data[i + 1] + data[i + 2]) / 3;
}
else if (mode === 'lightness') {
value = (Math.min(data[i], data[i + 1], data[i + 2]) +
Math.max(data[i], data[i + 1], data[i + 2])) / 2;
}
else if (mode === 'luminosity') {
value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];
}
data[i] = value;
data[i + 1] = value;
data[i + 2] = value;
}
},
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
retrieveShader: function(options) {
var cacheKey = this.type + '_' + this.mode;
if (!options.programCache.hasOwnProperty(cacheKey)) {
var shaderSource = this.fragmentSource[this.mode];
options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
}
return options.programCache[cacheKey];
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uMode: gl.getUniformLocation(program, 'uMode'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
// default average mode.
var mode = 1;
gl.uniform1i(uniformLocations.uMode, mode);
},
/**
* Grayscale filter isNeutralState implementation
* The filter is never neutral
* on the image
**/
isNeutralState: function() {
return false;
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale
*/
fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Invert filter class
* @class fabric.Image.filters.Invert
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Invert();
* object.filters.push(filter);
* object.applyFilters(canvas.renderAll.bind(canvas));
*/
filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Invert',
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' +
'}',
/**
* Filter invert. if false, does nothing
* @param {Boolean} invert
* @default
*/
invert: true,
mainParameter: 'invert',
/**
* Apply the Invert operation to a Uint8Array representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8Array to be filtered.
*/
applyTo2d: function(options) {
var imageData = options.imageData,
data = imageData.data, i,
len = data.length;
for (i = 0; i < len; i += 4) {
data[i] = 255 - data[i];
data[i + 1] = 255 - data[i + 1];
data[i + 2] = 255 - data[i + 2];
}
},
/**
* Invert filter isNeutralState implementation
* Used only in image applyFilters to discard filters that will not have an effect
* on the image
* @param {Object} options
**/
isNeutralState: function() {
return !this.invert;
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uInvert: gl.getUniformLocation(program, 'uInvert'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1i(uniformLocations.uInvert, this.invert);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert
*/
fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
extend = fabric.util.object.extend,
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Noise filter class
* @class fabric.Image.filters.Noise
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Noise#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Noise({
* noise: 700
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Noise',
/**
* Fragment source for the noise program
*/
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' +
'}',
/**
* Describe the property that is the filter parameter
* @param {String} m
* @default
*/
mainParameter: 'noise',
/**
* Noise value, from
* @param {Number} noise
* @default
*/
noise: 0,
/**
* Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
if (this.noise === 0) {
return;
}
var imageData = options.imageData,
data = imageData.data, i, len = data.length,
noise = this.noise, rand;
for (i = 0, len = data.length; i < len; i += 4) {
rand = (0.5 - Math.random()) * noise;
data[i] += rand;
data[i + 1] += rand;
data[i + 2] += rand;
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uNoise: gl.getUniformLocation(program, 'uNoise'),
uSeed: gl.getUniformLocation(program, 'uSeed'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1f(uniformLocations.uNoise, this.noise / 255);
gl.uniform1f(uniformLocations.uSeed, Math.random());
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
return extend(this.callSuper('toObject'), {
noise: this.noise
});
}
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {Function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise
*/
fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Pixelate filter class
* @class fabric.Image.filters.Pixelate
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Pixelate({
* blocksize: 8
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Pixelate',
blocksize: 4,
mainParameter: 'blocksize',
/**
* Fragment source for the Pixelate program
*/
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' +
'}',
/**
* Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
var imageData = options.imageData,
data = imageData.data,
iLen = imageData.height,
jLen = imageData.width,
index, i, j, r, g, b, a,
_i, _j, _iLen, _jLen;
for (i = 0; i < iLen; i += this.blocksize) {
for (j = 0; j < jLen; j += this.blocksize) {
index = (i * 4) * jLen + (j * 4);
r = data[index];
g = data[index + 1];
b = data[index + 2];
a = data[index + 3];
_iLen = Math.min(i + this.blocksize, iLen);
_jLen = Math.min(j + this.blocksize, jLen);
for (_i = i; _i < _iLen; _i++) {
for (_j = j; _j < _jLen; _j++) {
index = (_i * 4) * jLen + (_j * 4);
data[index] = r;
data[index + 1] = g;
data[index + 2] = b;
data[index + 3] = a;
}
}
}
}
},
/**
* Indicate when the filter is not gonna apply changes to the image
**/
isNeutralState: function() {
return this.blocksize === 1;
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),
uStepW: gl.getUniformLocation(program, 'uStepW'),
uStepH: gl.getUniformLocation(program, 'uStepH'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {Function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate
*/
fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
extend = fabric.util.object.extend,
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Remove white filter class
* @class fabric.Image.filters.RemoveColor
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.RemoveColor({
* threshold: 0.2,
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'RemoveColor',
/**
* Color to remove, in any format understood by fabric.Color.
* @param {String} type
* @default
*/
color: '#FFFFFF',
/**
* Fragment source for the brightness program
*/
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' +
'}',
/**
* distance to actual color, as value up or down from each r,g,b
* between 0 and 1
**/
distance: 0.02,
/**
* For color to remove inside distance, use alpha channel for a smoother deletion
* NOT IMPLEMENTED YET
**/
useAlpha: false,
/**
* Constructor
* @memberOf fabric.Image.filters.RemoveWhite.prototype
* @param {Object} [options] Options object
* @param {Number} [options.color=#RRGGBB] Threshold value
* @param {Number} [options.distance=10] Distance value
*/
/**
* Applies filter to canvas element
* @param {Object} canvasEl Canvas element to apply filter to
*/
applyTo2d: function(options) {
var imageData = options.imageData,
data = imageData.data, i,
distance = this.distance * 255,
r, g, b,
source = new fabric.Color(this.color).getSource(),
lowC = [
source[0] - distance,
source[1] - distance,
source[2] - distance,
],
highC = [
source[0] + distance,
source[1] + distance,
source[2] + distance,
];
for (i = 0; i < data.length; i += 4) {
r = data[i];
g = data[i + 1];
b = data[i + 2];
if (r > lowC[0] &&
g > lowC[1] &&
b > lowC[2] &&
r < highC[0] &&
g < highC[1] &&
b < highC[2]) {
data[i + 3] = 0;
}
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uLow: gl.getUniformLocation(program, 'uLow'),
uHigh: gl.getUniformLocation(program, 'uHigh'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
var source = new fabric.Color(this.color).getSource(),
distance = parseFloat(this.distance),
lowC = [
0 + source[0] / 255 - distance,
0 + source[1] / 255 - distance,
0 + source[2] / 255 - distance,
1
],
highC = [
source[0] / 255 + distance,
source[1] / 255 + distance,
source[2] / 255 + distance,
1
];
gl.uniform4fv(uniformLocations.uLow, lowC);
gl.uniform4fv(uniformLocations.uHigh, highC);
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
return extend(this.callSuper('toObject'), {
color: this.color,
distance: this.distance
});
}
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {Function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite
*/
fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
var matrices = {
Brownie: [
0.59970,0.34553,-0.27082,0,0.186,
-0.03770,0.86095,0.15059,0,-0.1449,
0.24113,-0.07441,0.44972,0,-0.02965,
0,0,0,1,0
],
Vintage: [
0.62793,0.32021,-0.03965,0,0.03784,
0.02578,0.64411,0.03259,0,0.02926,
0.04660,-0.08512,0.52416,0,0.02023,
0,0,0,1,0
],
Kodachrome: [
1.12855,-0.39673,-0.03992,0,0.24991,
-0.16404,1.08352,-0.05498,0,0.09698,
-0.16786,-0.56034,1.60148,0,0.13972,
0,0,0,1,0
],
Technicolor: [
1.91252,-0.85453,-0.09155,0,0.04624,
-0.30878,1.76589,-0.10601,0,-0.27589,
-0.23110,-0.75018,1.84759,0,0.12137,
0,0,0,1,0
],
Polaroid: [
1.438,-0.062,-0.062,0,0,
-0.122,1.378,-0.122,0,0,
-0.016,-0.016,1.483,0,0,
0,0,0,1,0
],
Sepia: [
0.393, 0.769, 0.189, 0, 0,
0.349, 0.686, 0.168, 0, 0,
0.272, 0.534, 0.131, 0, 0,
0, 0, 0, 1, 0
],
BlackWhite: [
1.5, 1.5, 1.5, 0, -1,
1.5, 1.5, 1.5, 0, -1,
1.5, 1.5, 1.5, 0, -1,
0, 0, 0, 1, 0,
]
};
for (var key in matrices) {
filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: key,
/**
* Colormatrix for the effect
* array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning
* outside the -1, 1 range.
* @param {Array} matrix array of 20 numbers.
* @default
*/
matrix: matrices[key],
/**
* Lock the matrix export for this kind of static, parameter less filters.
*/
mainParameter: false,
/**
* Lock the colormatrix on the color part, skipping alpha
*/
colorsOnly: true,
});
fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;
}
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric,
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Color Blend filter class
* @class fabric.Image.filter.BlendColor
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @example
* var filter = new fabric.Image.filters.BlendColor({
* color: '#000',
* mode: 'multiply'
* });
*
* var filter = new fabric.Image.filters.BlendImage({
* image: fabricImageObject,
* mode: 'multiply',
* alpha: 0.5
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {
type: 'BlendColor',
/**
* Color to make the blend operation with. default to a reddish color since black or white
* gives always strong result.
* @type String
* @default
**/
color: '#F95C63',
/**
* Blend mode for the filter: one of multiply, add, diff, screen, subtract,
* darken, lighten, overlay, exclusion, tint.
* @type String
* @default
**/
mode: 'multiply',
/**
* alpha value. represent the strength of the blend color operation.
* @type Number
* @default
**/
alpha: 1,
/**
* Fragment source for the Multiply program
*/
fragmentSource: {
multiply: 'gl_FragColor.rgb *= uColor.rgb;\n',
screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\n',
add: 'gl_FragColor.rgb += uColor.rgb;\n',
diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\n',
subtract: 'gl_FragColor.rgb -= uColor.rgb;\n',
lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\n',
darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\n',
exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\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',
tint: 'gl_FragColor.rgb *= (1.0 - uColor.a);\n' +
'gl_FragColor.rgb += uColor.rgb;\n',
},
/**
* build the fragment source for the filters, joining the common part with
* the specific one.
* @param {String} mode the mode of the filter, a key of this.fragmentSource
* @return {String} the source to be compiled
* @private
*/
buildSource: function(mode) {
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' +
'}';
},
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
retrieveShader: function(options) {
var cacheKey = this.type + '_' + this.mode, shaderSource;
if (!options.programCache.hasOwnProperty(cacheKey)) {
shaderSource = this.buildSource(this.mode);
options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
}
return options.programCache[cacheKey];
},
/**
* Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
var imageData = options.imageData,
data = imageData.data, iLen = data.length,
tr, tg, tb,
r, g, b,
source, alpha1 = 1 - this.alpha;
source = new fabric.Color(this.color).getSource();
tr = source[0] * this.alpha;
tg = source[1] * this.alpha;
tb = source[2] * this.alpha;
for (var i = 0; i < iLen; i += 4) {
r = data[i];
g = data[i + 1];
b = data[i + 2];
switch (this.mode) {
case 'multiply':
data[i] = r * tr / 255;
data[i + 1] = g * tg / 255;
data[i + 2] = b * tb / 255;
break;
case 'screen':
data[i] = 255 - (255 - r) * (255 - tr) / 255;
data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;
data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;
break;
case 'add':
data[i] = r + tr;
data[i + 1] = g + tg;
data[i + 2] = b + tb;
break;
case 'diff':
case 'difference':
data[i] = Math.abs(r - tr);
data[i + 1] = Math.abs(g - tg);
data[i + 2] = Math.abs(b - tb);
break;
case 'subtract':
data[i] = r - tr;
data[i + 1] = g - tg;
data[i + 2] = b - tb;
break;
case 'darken':
data[i] = Math.min(r, tr);
data[i + 1] = Math.min(g, tg);
data[i + 2] = Math.min(b, tb);
break;
case 'lighten':
data[i] = Math.max(r, tr);
data[i + 1] = Math.max(g, tg);
data[i + 2] = Math.max(b, tb);
break;
case 'overlay':
data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);
data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);
data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);
break;
case 'exclusion':
data[i] = tr + r - ((2 * tr * r) / 255);
data[i + 1] = tg + g - ((2 * tg * g) / 255);
data[i + 2] = tb + b - ((2 * tb * b) / 255);
break;
case 'tint':
data[i] = tr + r * alpha1;
data[i + 1] = tg + g * alpha1;
data[i + 2] = tb + b * alpha1;
}
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uColor: gl.getUniformLocation(program, 'uColor'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
var source = new fabric.Color(this.color).getSource();
source[0] = this.alpha * source[0] / 255;
source[1] = this.alpha * source[1] / 255;
source[2] = this.alpha * source[2] / 255;
source[3] = this.alpha;
gl.uniform4fv(uniformLocations.uColor, source);
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
return {
type: this.type,
color: this.color,
mode: this.mode,
alpha: this.alpha
};
}
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor
*/
fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric,
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Image Blend filter class
* @class fabric.Image.filter.BlendImage
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @example
* var filter = new fabric.Image.filters.BlendColor({
* color: '#000',
* mode: 'multiply'
* });
*
* var filter = new fabric.Image.filters.BlendImage({
* image: fabricImageObject,
* mode: 'multiply',
* alpha: 0.5
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {
type: 'BlendImage',
/**
* Color to make the blend operation with. default to a reddish color since black or white
* gives always strong result.
**/
image: null,
/**
* Blend mode for the filter (one of "multiply", "mask")
* @type String
* @default
**/
mode: 'multiply',
/**
* alpha value. represent the strength of the blend image operation.
* not implemented.
**/
alpha: 1,
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' +
'}',
/**
* Fragment source for the Multiply program
*/
fragmentSource: {
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' +
'}',
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' +
'}',
},
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
retrieveShader: function(options) {
var cacheKey = this.type + '_' + this.mode;
var shaderSource = this.fragmentSource[this.mode];
if (!options.programCache.hasOwnProperty(cacheKey)) {
options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
}
return options.programCache[cacheKey];
},
applyToWebGL: function(options) {
// load texture to blend.
var gl = options.context,
texture = this.createTexture(options.filterBackend, this.image);
this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);
this.callSuper('applyToWebGL', options);
this.unbindAdditionalTexture(gl, gl.TEXTURE1);
},
createTexture: function(backend, image) {
return backend.getCachedTexture(image.cacheKey, image._element);
},
/**
* Calculate a transformMatrix to adapt the image to blend over
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
calculateMatrix: function() {
var image = this.image,
width = image._element.width,
height = image._element.height;
return [
1 / image.scaleX, 0, 0,
0, 1 / image.scaleY, 0,
-image.left / width, -image.top / height, 1
];
},
/**
* Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
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;
if (!resources.blendImage) {
resources.blendImage = fabric.util.createCanvasElement();
}
canvas1 = resources.blendImage;
context = canvas1.getContext('2d');
if (canvas1.width !== width || canvas1.height !== height) {
canvas1.width = width;
canvas1.height = height;
}
else {
context.clearRect(0, 0, width, height);
}
context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);
context.drawImage(image._element, 0, 0, width, height);
blendData = context.getImageData(0, 0, width, height).data;
for (var i = 0; i < iLen; i += 4) {
r = data[i];
g = data[i + 1];
b = data[i + 2];
a = data[i + 3];
tr = blendData[i];
tg = blendData[i + 1];
tb = blendData[i + 2];
ta = blendData[i + 3];
switch (this.mode) {
case 'multiply':
data[i] = r * tr / 255;
data[i + 1] = g * tg / 255;
data[i + 2] = b * tb / 255;
data[i + 3] = a * ta / 255;
break;
case 'mask':
data[i + 3] = ta;
break;
}
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),
uImage: gl.getUniformLocation(program, 'uImage'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
var matrix = this.calculateMatrix();
gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.
gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
return {
type: this.type,
image: this.image && this.image.toObject(),
mode: this.mode,
alpha: this.alpha
};
}
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} callback to be invoked after filter creation
* @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage
*/
fabric.Image.filters.BlendImage.fromObject = function(object, callback) {
fabric.Image.fromObject(object.image, function(image) {
var options = fabric.util.object.clone(object);
options.image = image;
callback(new fabric.Image.filters.BlendImage(options));
});
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
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;
/**
* Resize image filter class
* @class fabric.Image.filters.Resize
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Resize();
* object.filters.push(filter);
* object.applyFilters(canvas.renderAll.bind(canvas));
*/
filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Resize',
/**
* Resize type
* for webgl resizeType is just lanczos, for canvas2d can be:
* bilinear, hermite, sliceHack, lanczos.
* @param {String} resizeType
* @default
*/
resizeType: 'hermite',
/**
* Scale factor for resizing, x axis
* @param {Number} scaleX
* @default
*/
scaleX: 1,
/**
* Scale factor for resizing, y axis
* @param {Number} scaleY
* @default
*/
scaleY: 1,
/**
* LanczosLobes parameter for lanczos filter, valid for resizeType lanczos
* @param {Number} lanczosLobes
* @default
*/
lanczosLobes: 3,
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uDelta: gl.getUniformLocation(program, 'uDelta'),
uTaps: gl.getUniformLocation(program, 'uTaps'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);
gl.uniform1fv(uniformLocations.uTaps, this.taps);
},
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
retrieveShader: function(options) {
var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;
if (!options.programCache.hasOwnProperty(cacheKey)) {
var fragmentShader = this.generateShader(filterWindow);
options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);
}
return options.programCache[cacheKey];
},
getFilterWindow: function() {
var scale = this.tempScale;
return Math.ceil(this.lanczosLobes / scale);
},
getTaps: function() {
var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,
filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);
for (var i = 1; i <= filterWindow; i++) {
taps[i - 1] = lobeFunction(i * scale);
}
return taps;
},
/**
* Generate vertex and shader sources from the necessary steps numbers
* @param {Number} filterWindow
*/
generateShader: function(filterWindow) {
var offsets = new Array(filterWindow),
fragmentShader = this.fragmentSourceTOP, filterWindow;
for (var i = 1; i <= filterWindow; i++) {
offsets[i - 1] = i + '.0 * uDelta';
}
fragmentShader += 'uniform float uTaps[' + filterWindow + '];\n';
fragmentShader += 'void main() {\n';
fragmentShader += ' vec4 color = texture2D(uTexture, vTexCoord);\n';
fragmentShader += ' float sum = 1.0;\n';
offsets.forEach(function(offset, i) {
fragmentShader += ' color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\n';
fragmentShader += ' color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\n';
fragmentShader += ' sum += 2.0 * uTaps[' + i + '];\n';
});
fragmentShader += ' gl_FragColor = color / sum;\n';
fragmentShader += '}';
return fragmentShader;
},
fragmentSourceTOP: 'precision highp float;\n' +
'uniform sampler2D uTexture;\n' +
'uniform vec2 uDelta;\n' +
'varying vec2 vTexCoord;\n',
/**
* Apply the resize filter to the image
* Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be executed
* @param {Boolean} options.webgl Whether to use webgl to render the filter.
* @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
* @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
applyTo: function(options) {
if (options.webgl) {
options.passes++;
this.width = options.sourceWidth;
this.horizontal = true;
this.dW = Math.round(this.width * this.scaleX);
this.dH = options.sourceHeight;
this.tempScale = this.dW / this.width;
this.taps = this.getTaps();
options.destinationWidth = this.dW;
this._setupFrameBuffer(options);
this.applyToWebGL(options);
this._swapTextures(options);
options.sourceWidth = options.destinationWidth;
this.height = options.sourceHeight;
this.horizontal = false;
this.dH = Math.round(this.height * this.scaleY);
this.tempScale = this.dH / this.height;
this.taps = this.getTaps();
options.destinationHeight = this.dH;
this._setupFrameBuffer(options);
this.applyToWebGL(options);
this._swapTextures(options);
options.sourceHeight = options.destinationHeight;
}
else {
this.applyTo2d(options);
}
},
isNeutralState: function() {
return this.scaleX === 1 && this.scaleY === 1;
},
lanczosCreate: function(lobes) {
return function(x) {
if (x >= lobes || x <= -lobes) {
return 0.0;
}
if (x < 1.19209290E-07 && x > -1.19209290E-07) {
return 1.0;
}
x *= Math.PI;
var xx = x / lobes;
return (sin(x) / x) * sin(xx) / xx;
};
},
/**
* Applies filter to canvas element
* @memberOf fabric.Image.filters.Resize.prototype
* @param {Object} canvasEl Canvas element to apply filter to
* @param {Number} scaleX
* @param {Number} scaleY
*/
applyTo2d: function(options) {
var imageData = options.imageData,
scaleX = this.scaleX,
scaleY = this.scaleY;
this.rcpScaleX = 1 / scaleX;
this.rcpScaleY = 1 / scaleY;
var oW = imageData.width, oH = imageData.height,
dW = round(oW * scaleX), dH = round(oH * scaleY),
newData;
if (this.resizeType === 'sliceHack') {
newData = this.sliceByTwo(options, oW, oH, dW, dH);
}
else if (this.resizeType === 'hermite') {
newData = this.hermiteFastResize(options, oW, oH, dW, dH);
}
else if (this.resizeType === 'bilinear') {
newData = this.bilinearFiltering(options, oW, oH, dW, dH);
}
else if (this.resizeType === 'lanczos') {
newData = this.lanczosResize(options, oW, oH, dW, dH);
}
options.imageData = newData;
},
/**
* Filter sliceByTwo
* @param {Object} canvasEl Canvas element to apply filter to
* @param {Number} oW Original Width
* @param {Number} oH Original Height
* @param {Number} dW Destination Width
* @param {Number} dH Destination Height
* @returns {ImageData}
*/
sliceByTwo: function(options, oW, oH, dW, dH) {
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;
if (!resources.sliceByTwo) {
resources.sliceByTwo = document.createElement('canvas');
}
tmpCanvas = resources.sliceByTwo;
if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {
tmpCanvas.width = oW * 1.5;
tmpCanvas.height = oH;
}
ctx = tmpCanvas.getContext('2d');
ctx.clearRect(0, 0, oW * 1.5, oH);
ctx.putImageData(imageData, 0, 0);
dW = floor(dW);
dH = floor(dH);
while (!doneW || !doneH) {
oW = stepW;
oH = stepH;
if (dW < floor(stepW * mult)) {
stepW = floor(stepW * mult);
}
else {
stepW = dW;
doneW = true;
}
if (dH < floor(stepH * mult)) {
stepH = floor(stepH * mult);
}
else {
stepH = dH;
doneH = true;
}
ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);
sX = dX;
sY = dY;
dY += stepH;
}
return ctx.getImageData(sX, sY, dW, dH);
},
/**
* Filter lanczosResize
* @param {Object} canvasEl Canvas element to apply filter to
* @param {Number} oW Original Width
* @param {Number} oH Original Height
* @param {Number} dW Destination Width
* @param {Number} dH Destination Height
* @returns {ImageData}
*/
lanczosResize: function(options, oW, oH, dW, dH) {
function process(u) {
var v, i, weight, idx, a, red, green,
blue, alpha, fX, fY;
center.x = (u + 0.5) * ratioX;
icenter.x = floor(center.x);
for (v = 0; v < dH; v++) {
center.y = (v + 0.5) * ratioY;
icenter.y = floor(center.y);
a = 0; red = 0; green = 0; blue = 0; alpha = 0;
for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {
if (i < 0 || i >= oW) {
continue;
}
fX = floor(1000 * abs(i - center.x));
if (!cacheLanc[fX]) {
cacheLanc[fX] = { };
}
for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {
if (j < 0 || j >= oH) {
continue;
}
fY = floor(1000 * abs(j - center.y));
if (!cacheLanc[fX][fY]) {
cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);
}
weight = cacheLanc[fX][fY];
if (weight > 0) {
idx = (j * oW + i) * 4;
a += weight;
red += weight * srcData[idx];
green += weight * srcData[idx + 1];
blue += weight * srcData[idx + 2];
alpha += weight * srcData[idx + 3];
}
}
}
idx = (v * dW + u) * 4;
destData[idx] = red / a;
destData[idx + 1] = green / a;
destData[idx + 2] = blue / a;
destData[idx + 3] = alpha / a;
}
if (++u < dW) {
return process(u);
}
else {
return destImg;
}
}
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 = { };
return process(0);
},
/**
* bilinearFiltering
* @param {Object} canvasEl Canvas element to apply filter to
* @param {Number} oW Original Width
* @param {Number} oH Original Height
* @param {Number} dW Destination Width
* @param {Number} dH Destination Height
* @returns {ImageData}
*/
bilinearFiltering: function(options, oW, oH, dW, dH) {
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;
for (i = 0; i < dH; i++) {
for (j = 0; j < dW; j++) {
x = floor(ratioX * j);
y = floor(ratioY * i);
xDiff = ratioX * j - x;
yDiff = ratioY * i - y;
origPix = 4 * (y * oW + x);
for (chnl = 0; chnl < 4; chnl++) {
a = pixels[origPix + chnl];
b = pixels[origPix + 4 + chnl];
c = pixels[origPix + w4 + chnl];
d = pixels[origPix + w4 + 4 + chnl];
color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +
c * yDiff * (1 - xDiff) + d * xDiff * yDiff;
destPixels[offset++] = color;
}
}
}
return destImage;
},
/**
* hermiteFastResize
* @param {Object} canvasEl Canvas element to apply filter to
* @param {Number} oW Original Width
* @param {Number} oH Original Height
* @param {Number} dW Destination Width
* @param {Number} dH Destination Height
* @returns {ImageData}
*/
hermiteFastResize: function(options, oW, oH, dW, dH) {
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;
for (var j = 0; j < dH; j++) {
for (var i = 0; i < dW; i++) {
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;
for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {
var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,
centerX = (i + 0.5) * ratioW, w0 = dy * dy;
for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {
var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,
w = sqrt(w0 + dx * dx);
/* eslint-disable max-depth */
if (w > 1 && w < -1) {
continue;
}
//hermite filter
weight = 2 * w * w * w - 3 * w * w + 1;
if (weight > 0) {
dx = 4 * (xx + yy * oW);
//alpha
gxA += weight * data[dx + 3];
weightsAlpha += weight;
//colors
if (data[dx + 3] < 255) {
weight = weight * data[dx + 3] / 250;
}
gxR += weight * data[dx];
gxG += weight * data[dx + 1];
gxB += weight * data[dx + 2];
weights += weight;
}
/* eslint-enable max-depth */
}
}
data2[x2] = gxR / weights;
data2[x2 + 1] = gxG / weights;
data2[x2 + 2] = gxB / weights;
data2[x2 + 3] = gxA / weightsAlpha;
}
}
return img2;
},
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject: function() {
return {
type: this.type,
scaleX: this.scaleX,
scaleY: this.scaleY,
resizeType: this.resizeType,
lanczosLobes: this.lanczosLobes
};
}
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {Function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize
*/
fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Contrast filter class
* @class fabric.Image.filters.Contrast
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Contrast({
* contrast: 0.25
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Contrast',
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' +
'}',
/**
* contrast value, range from -1 to 1.
* @param {Number} contrast
* @default 0
*/
contrast: 0,
mainParameter: 'contrast',
/**
* Constructor
* @memberOf fabric.Image.filters.Contrast.prototype
* @param {Object} [options] Options object
* @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)
*/
/**
* Apply the Contrast operation to a Uint8Array representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8Array to be filtered.
*/
applyTo2d: function(options) {
if (this.contrast === 0) {
return;
}
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));
for (i = 0; i < len; i += 4) {
data[i] = contrastF * (data[i] - 128) + 128;
data[i + 1] = contrastF * (data[i + 1] - 128) + 128;
data[i + 2] = contrastF * (data[i + 2] - 128) + 128;
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uContrast: gl.getUniformLocation(program, 'uContrast'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1f(uniformLocations.uContrast, this.contrast);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast
*/
fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Saturate filter class
* @class fabric.Image.filters.Saturation
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Saturation({
* saturation: 1
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Saturation',
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' +
'}',
/**
* Saturation value, from -1 to 1.
* Increases/decreases the color saturation.
* A value of 0 has no effect.
*
* @param {Number} saturation
* @default
*/
saturation: 0,
mainParameter: 'saturation',
/**
* Constructor
* @memberOf fabric.Image.filters.Saturate.prototype
* @param {Object} [options] Options object
* @param {Number} [options.saturate=0] Value to saturate the image (-1...1)
*/
/**
* Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d: function(options) {
if (this.saturation === 0) {
return;
}
var imageData = options.imageData,
data = imageData.data, len = data.length,
adjust = -this.saturation, i, max;
for (i = 0; i < len; i += 4) {
max = Math.max(data[i], data[i + 1], data[i + 2]);
data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;
data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;
data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uSaturation: gl.getUniformLocation(program, 'uSaturation'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform1f(uniformLocations.uSaturation, -this.saturation);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {Function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate
*/
fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Blur filter class
* @class fabric.Image.filters.Blur
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Blur#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Blur({
* blur: 0.5
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {
type: 'Blur',
/*
'gl_FragColor = vec4(0.0);',
'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',
'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',
'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',
'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',
'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',
'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',
'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',
'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',
'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',
'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',
'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',
'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',
'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',
'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',
'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',
*/
/* 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' +
'}',
/* eslint-enable max-len */
/**
* blur value, in percentage of image dimensions.
* specific to keep the image blur constant at different resolutions
* range between 0 and 1.
* @type Number
* @default
*/
blur: 0,
mainParameter: 'blur',
applyTo: function(options) {
if (options.webgl) {
// this aspectRatio is used to give the same blur to vertical and horizontal
this.aspectRatio = options.sourceWidth / options.sourceHeight;
options.passes++;
this._setupFrameBuffer(options);
this.horizontal = true;
this.applyToWebGL(options);
this._swapTextures(options);
this._setupFrameBuffer(options);
this.horizontal = false;
this.applyToWebGL(options);
this._swapTextures(options);
}
else {
this.applyTo2d(options);
}
},
applyTo2d: function(options) {
// paint canvasEl with current image data.
//options.ctx.putImageData(options.imageData, 0, 0);
options.imageData = this.simpleBlur(options);
},
simpleBlur: function(options) {
var resources = options.filterBackend.resources, canvas1, canvas2,
width = options.imageData.width,
height = options.imageData.height;
if (!resources.blurLayer1) {
resources.blurLayer1 = fabric.util.createCanvasElement();
resources.blurLayer2 = fabric.util.createCanvasElement();
}
canvas1 = resources.blurLayer1;
canvas2 = resources.blurLayer2;
if (canvas1.width !== width || canvas1.height !== height) {
canvas2.width = canvas1.width = width;
canvas2.height = canvas1.height = height;
}
var ctx1 = canvas1.getContext('2d'),
ctx2 = canvas2.getContext('2d'),
nSamples = 15,
random, percent, j, i,
blur = this.blur * 0.06 * 0.5;
// load first canvas
ctx1.putImageData(options.imageData, 0, 0);
ctx2.clearRect(0, 0, width, height);
for (i = -nSamples; i <= nSamples; i++) {
random = (Math.random() - 0.5) / 4;
percent = i / nSamples;
j = blur * percent * width + random;
ctx2.globalAlpha = 1 - Math.abs(percent);
ctx2.drawImage(canvas1, j, random);
ctx1.drawImage(canvas2, 0, 0);
ctx2.globalAlpha = 1;
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
}
for (i = -nSamples; i <= nSamples; i++) {
random = (Math.random() - 0.5) / 4;
percent = i / nSamples;
j = blur * percent * height + random;
ctx2.globalAlpha = 1 - Math.abs(percent);
ctx2.drawImage(canvas1, random, j);
ctx1.drawImage(canvas2, 0, 0);
ctx2.globalAlpha = 1;
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
}
options.ctx.drawImage(canvas1, 0, 0);
var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);
ctx1.globalAlpha = 1;
ctx1.clearRect(0, 0, canvas1.width, canvas1.height);
return newImageData;
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
delta: gl.getUniformLocation(program, 'uDelta'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
var delta = this.chooseRightDelta();
gl.uniform2fv(uniformLocations.delta, delta);
},
/**
* choose right value of image percentage to blur with
* @returns {Array} a numeric array with delta values
*/
chooseRightDelta: function() {
var blurScale = 1, delta = [0, 0], blur;
if (this.horizontal) {
if (this.aspectRatio > 1) {
// image is wide, i want to shrink radius horizontal
blurScale = 1 / this.aspectRatio;
}
}
else {
if (this.aspectRatio < 1) {
// image is tall, i want to shrink radius vertical
blurScale = this.aspectRatio;
}
}
blur = blurScale * this.blur * 0.12;
if (this.horizontal) {
delta[0] = blur;
}
else {
delta[1] = blur;
}
return delta;
},
});
/**
* Deserialize a JSON definition of a BlurFilter into a concrete instance.
*/
filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* Gamma filter class
* @class fabric.Image.filters.Gamma
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.Gamma({
* gamma: [1, 0.5, 2.1]
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'Gamma',
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' +
'}',
/**
* Gamma array value, from 0.01 to 2.2.
* @param {Array} gamma
* @default
*/
gamma: [1, 1, 1],
/**
* Describe the property that is the filter parameter
* @param {String} m
* @default
*/
mainParameter: 'gamma',
/**
* Constructor
* @param {Object} [options] Options object
*/
initialize: function(options) {
this.gamma = [1, 1, 1];
filters.BaseFilter.prototype.initialize.call(this, options);
},
/**
* Apply the Gamma operation to a Uint8Array representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8Array to be filtered.
*/
applyTo2d: function(options) {
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;
if (!this.rVals) {
// eslint-disable-next-line
this.rVals = new Uint8Array(256);
// eslint-disable-next-line
this.gVals = new Uint8Array(256);
// eslint-disable-next-line
this.bVals = new Uint8Array(256);
}
// This is an optimization - pre-compute a look-up table for each color channel
// instead of performing these pow calls for each pixel in the image.
for (i = 0, len = 256; i < len; i++) {
this.rVals[i] = Math.pow(i / 255, rInv) * 255;
this.gVals[i] = Math.pow(i / 255, gInv) * 255;
this.bVals[i] = Math.pow(i / 255, bInv) * 255;
}
for (i = 0, len = data.length; i < len; i += 4) {
data[i] = this.rVals[data[i]];
data[i + 1] = this.gVals[data[i + 1]];
data[i + 2] = this.bVals[data[i + 2]];
}
},
/**
* Return WebGL uniform locations for this filter's shader.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {WebGLShaderProgram} program This filter's compiled shader program.
*/
getUniformLocations: function(gl, program) {
return {
uGamma: gl.getUniformLocation(program, 'uGamma'),
};
},
/**
* Send data from this filter to its shader program's uniforms.
*
* @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
* @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData: function(gl, uniformLocations) {
gl.uniform3fv(uniformLocations.uGamma, this.gamma);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma
*/
fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* A container class that knows how to apply a sequence of filters to an input image.
*/
filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {
type: 'Composed',
/**
* A non sparse array of filters to apply
*/
subFilters: [],
/**
* Constructor
* @param {Object} [options] Options object
*/
initialize: function(options) {
this.callSuper('initialize', options);
// create a new array instead mutating the prototype with push
this.subFilters = this.subFilters.slice(0);
},
/**
* Apply this container's filters to the input image provided.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be applied.
*/
applyTo: function(options) {
options.passes += this.subFilters.length - 1;
this.subFilters.forEach(function(filter) {
filter.applyTo(options);
});
},
/**
* Serialize this filter into JSON.
*
* @returns {Object} A JSON representation of this filter.
*/
toObject: function() {
return fabric.util.object.extend(this.callSuper('toObject'), {
subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),
});
},
isNeutralState: function() {
return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });
}
});
/**
* Deserialize a JSON definition of a ComposedFilter into a concrete instance.
*/
fabric.Image.filters.Composed.fromObject = function(object, callback) {
var filters = object.subFilters || [],
subFilters = filters.map(function(filter) {
return new fabric.Image.filters[filter.type](filter);
}),
instance = new fabric.Image.filters.Composed({ subFilters: subFilters });
callback && callback(instance);
return instance;
};
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
filters = fabric.Image.filters,
createClass = fabric.util.createClass;
/**
* HueRotation filter class
* @class fabric.Image.filters.HueRotation
* @memberOf fabric.Image.filters
* @extends fabric.Image.filters.BaseFilter
* @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition
* @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
* @example
* var filter = new fabric.Image.filters.HueRotation({
* rotation: -0.5
* });
* object.filters.push(filter);
* object.applyFilters();
*/
filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {
/**
* Filter type
* @param {String} type
* @default
*/
type: 'HueRotation',
/**
* HueRotation value, from -1 to 1.
* the unit is radians
* @param {Number} myParameter
* @default
*/
rotation: 0,
/**
* Describe the property that is the filter parameter
* @param {String} m
* @default
*/
mainParameter: 'rotation',
calculateMatrix: function() {
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;
this.matrix = [
1, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 1, 0
];
this.matrix[0] = cos + OneMinusCos / 3;
this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;
this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;
this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;
this.matrix[6] = cos + aThird * OneMinusCos;
this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;
this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;
this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;
this.matrix[12] = cos + aThird * OneMinusCos;
},
/**
* HueRotation isNeutralState implementation
* Used only in image applyFilters to discard filters that will not have an effect
* on the image
* @param {Object} options
**/
isNeutralState: function(options) {
this.calculateMatrix();
return filters.BaseFilter.prototype.isNeutralState.call(this, options);
},
/**
* Apply this filter to the input image data provided.
*
* Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be executed
* @param {Boolean} options.webgl Whether to use webgl to render the filter.
* @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
* @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
applyTo: function(options) {
this.calculateMatrix();
filters.BaseFilter.prototype.applyTo.call(this, options);
},
});
/**
* Returns filter instance from an object representation
* @static
* @param {Object} object Object to create an instance from
* @param {function} [callback] to be invoked after filter creation
* @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation
*/
fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;
})(typeof exports !== 'undefined' ? exports : this);
(function(global) {
'use strict';
var fabric = global.fabric || (global.fabric = { }),
clone = fabric.util.object.clone;
if (fabric.Text) {
fabric.warn('fabric.Text is already defined');
return;
}
var additionalProps =
('fontFamily fontWeight fontSize text underline overline linethrough' +
' textAlign fontStyle lineHeight textBackgroundColor charSpacing styles' +
' direction path pathStartOffset pathSide pathAlign').split(' ');
/**
* Text class
* @class fabric.Text
* @extends fabric.Object
* @return {fabric.Text} thisArg
* @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}
* @see {@link fabric.Text#initialize} for constructor definition
*/
fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {
/**
* Properties which when set cause object to change dimensions
* @type Array
* @private
*/
_dimensionAffectingProps: [
'fontSize',
'fontWeight',
'fontFamily',
'fontStyle',
'lineHeight',
'text',
'charSpacing',
'textAlign',
'styles',
'path',
'pathStartOffset',
'pathSide',
'pathAlign'
],
/**
* @private
*/
_reNewline: /\r?\n/,
/**
* Use this regular expression to filter for whitespaces that is not a new line.
* Mostly used when text is 'justify' aligned.
* @private
*/
_reSpacesAndTabs: /[ \t\r]/g,
/**
* Use this regular expression to filter for whitespace that is not a new line.
* Mostly used when text is 'justify' aligned.
* @private
*/
_reSpaceAndTab: /[ \t\r]/,
/**
* Use this regular expression to filter consecutive groups of non spaces.
* Mostly used when text is 'justify' aligned.
* @private
*/
_reWords: /\S+/g,
/**
* Type of an object
* @type String
* @default
*/
type: 'text',
/**
* Font size (in pixels)
* @type Number
* @default
*/
fontSize: 40,
/**
* Font weight (e.g. bold, normal, 400, 600, 800)
* @type {(Number|String)}
* @default
*/
fontWeight: 'normal',
/**
* Font family
* @type String
* @default
*/
fontFamily: 'Times New Roman',
/**
* Text decoration underline.
* @type Boolean
* @default
*/
underline: false,
/**
* Text decoration overline.
* @type Boolean
* @default
*/
overline: false,
/**
* Text decoration linethrough.
* @type Boolean
* @default
*/
linethrough: false,
/**
* Text alignment. Possible values: "left", "center", "right", "justify",
* "justify-left", "justify-center" or "justify-right".
* @type String
* @default
*/
textAlign: 'left',
/**
* Font style . Possible values: "", "normal", "italic" or "oblique".
* @type String
* @default
*/
fontStyle: 'normal',
/**
* Line height
* @type Number
* @default
*/
lineHeight: 1.16,
/**
* Superscript schema object (minimum overlap)
* @type {Object}
* @default
*/
superscript: {
size: 0.60, // fontSize factor
baseline: -0.35 // baseline-shift factor (upwards)
},
/**
* Subscript schema object (minimum overlap)
* @type {Object}
* @default
*/
subscript: {
size: 0.60, // fontSize factor
baseline: 0.11 // baseline-shift factor (downwards)
},
/**
* Background color of text lines
* @type String
* @default
*/
textBackgroundColor: '',
/**
* List of properties to consider when checking if
* state of an object is changed ({@link fabric.Object#hasStateChanged})
* as well as for history (undo/redo) purposes
* @type Array
*/
stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),
/**
* List of properties to consider when checking if cache needs refresh
* @type Array
*/
cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),
/**
* When defined, an object is rendered via stroke and this property specifies its color.
* <b>Backwards incompatibility note:</b> This property was named "strokeStyle" until v1.1.6
* @type String
* @default
*/
stroke: null,
/**
* Shadow object representing shadow of this shape.
* <b>Backwards incompatibility note:</b> This property was named "textShadow" (String) until v1.2.11
* @type fabric.Shadow
* @default
*/
shadow: null,
/**
* fabric.Path that the text should follow.
* since 4.6.0 the path will be drawn automatically.
* if you want to make the path visible, give it a stroke and strokeWidth or fill value
* if you want it to be hidden, assign visible = false to the path.
* This feature is in BETA, and SVG import/export is not yet supported.
* @type fabric.Path
* @example
* var textPath = new fabric.Text('Text on a path', {
* top: 150,
* left: 150,
* textAlign: 'center',
* charSpacing: -50,
* path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {
* strokeWidth: 1,
* visible: false
* }),
* pathSide: 'left',
* pathStartOffset: 0
* });
* @default
*/
path: null,
/**
* Offset amount for text path starting position
* Only used when text has a path
* @type Number
* @default
*/
pathStartOffset: 0,
/**
* Which side of the path the text should be drawn on.
* Only used when text has a path
* @type {String} 'left|right'
* @default
*/
pathSide: 'left',
/**
* How text is aligned to the path. This property determines
* the perpendicular position of each character relative to the path.
* (one of "baseline", "center", "ascender", "descender")
* This feature is in BETA, and its behavior may change
* @type String
* @default
*/
pathAlign: 'baseline',
/**
* @private
*/
_fontSizeFraction: 0.222,
/**
* @private
*/
offsets: {
underline: 0.10,
linethrough: -0.315,
overline: -0.88
},
/**
* Text Line proportion to font Size (in pixels)
* @type Number
* @default
*/
_fontSizeMult: 1.13,
/**
* additional space between characters
* expressed in thousands of em unit
* @type Number
* @default
*/
charSpacing: 0,
/**
* Object containing character styles - top-level properties -> line numbers,
* 2nd-level properties - character numbers
* @type Object
* @default
*/
styles: null,
/**
* Reference to a context to measure text char or couple of chars
* the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas
* once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every
* text object created.
* @type {CanvasRenderingContext2D}
* @default
*/
_measuringContext: null,
/**
* Baseline shift, styles only, keep at 0 for the main text object
* @type {Number}
* @default
*/
deltaY: 0,
/**
* WARNING: EXPERIMENTAL. NOT SUPPORTED YET
* determine the direction of the text.
* This has to be set manually together with textAlign and originX for proper
* experience.
* some interesting link for the future
* https://www.w3.org/International/questions/qa-bidi-unicode-controls
* @since 4.5.0
* @type {String} 'ltr|rtl'
* @default
*/
direction: 'ltr',
/**
* Array of properties that define a style unit (of 'styles').
* @type {Array}
* @default
*/
_styleProperties: [
'stroke',
'strokeWidth',
'fill',
'fontFamily',
'fontSize',
'fontWeight',
'fontStyle',
'underline',
'overline',
'linethrough',
'deltaY',
'textBackgroundColor',
],
/**
* contains characters bounding boxes
*/
__charBounds: [],
/**
* use this size when measuring text. To avoid IE11 rounding errors
* @type {Number}
* @default
* @readonly
* @private
*/
CACHE_FONT_SIZE: 400,
/**
* contains the min text width to avoid getting 0
* @type {Number}
* @default
*/
MIN_TEXT_WIDTH: 2,
/**
* Constructor
* @param {String} text Text string
* @param {Object} [options] Options object
* @return {fabric.Text} thisArg
*/
initialize: function(text, options) {
this.styles = options ? (options.styles || { }) : { };
this.text = text;
this.__skipDimension = true;
this.callSuper('initialize', options);
if (this.path) {
this.setPathInfo();
}
this.__skipDimension = false;
this.initDimensions();
this.setCoords();
this.setupState({ propertySet: '_dimensionAffectingProps' });
},
/**
* If text has a path, it will add the extra information needed
* for path and text calculations
* @return {fabric.Text} thisArg
*/
setPathInfo: function() {
var path = this.path;
if (path) {
path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);
}
},
/**
* Return a context for measurement of text string.
* if created it gets stored for reuse
* this is for internal use, please do not use it
* @private
* @param {String} text Text string
* @param {Object} [options] Options object
* @return {fabric.Text} thisArg
*/
getMeasuringContext: function() {
// if we did not return we have to measure something.
if (!fabric._measuringContext) {
fabric._measuringContext = this.canvas && this.canvas.contextCache ||
fabric.util.createCanvasElement().getContext('2d');
}
return fabric._measuringContext;
},
/**
* @private
* Divides text into lines of text and lines of graphemes.
*/
_splitText: function() {
var newLines = this._splitTextIntoLines(this.text);
this.textLines = newLines.lines;
this._textLines = newLines.graphemeLines;
this._unwrappedTextLines = newLines._unwrappedLines;
this._text = newLines.graphemeText;
return newLines;
},
/**
* Initialize or update text dimensions.
* Updates this.width and this.height with the proper values.
* Does not return dimensions.
*/
initDimensions: function() {
if (this.__skipDimension) {
return;
}
this._splitText();
this._clearCache();
if (this.path) {
this.width = this.path.width;
this.height = this.path.height;
}
else {
this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;
this.height = this.calcTextHeight();
}
if (this.textAlign.indexOf('justify') !== -1) {
// once text is measured we need to make space fatter to make justified text.
this.enlargeSpaces();
}
this.saveState({ propertySet: '_dimensionAffectingProps' });
},
/**
* Enlarge space boxes and shift the others
*/
enlargeSpaces: function() {
var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;
for (var i = 0, len = this._textLines.length; i < len; i++) {
if (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {
continue;
}
accumulatedSpace = 0;
line = this._textLines[i];
currentLineWidth = this.getLineWidth(i);
if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {
numberOfSpaces = spaces.length;
diffSpace = (this.width - currentLineWidth) / numberOfSpaces;
for (var j = 0, jlen = line.length; j <= jlen; j++) {
charBound = this.__charBounds[i][j];
if (this._reSpaceAndTab.test(line[j])) {
charBound.width += diffSpace;
charBound.kernedWidth += diffSpace;
charBound.left += accumulatedSpace;
accumulatedSpace += diffSpace;
}
else {
charBound.left += accumulatedSpace;
}
}
}
}
},
/**
* Detect if the text line is ended with an hard break
* text and itext do not have wrapping, return false
* @return {Boolean}
*/
isEndOfWrapping: function(lineIndex) {
return lineIndex === this._textLines.length - 1;
},
/**
* Detect if a line has a linebreak and so we need to account for it when moving
* and counting style.
* It return always for text and Itext.
* @return Number
*/
missingNewlineOffset: function() {
return 1;
},
/**
* Returns string representation of an instance
* @return {String} String representation of text object
*/
toString: function() {
return '#<fabric.Text (' + this.complexity() +
'): { "text": "' + this.text + '", "fontFamily": "' + this.fontFamily + '" }>';
},
/**
* Return the dimension and the zoom level needed to create a cache canvas
* big enough to host the object to be cached.
* @private
* @param {Object} dim.x width of object to be cached
* @param {Object} dim.y height of object to be cached
* @return {Object}.width width of canvas
* @return {Object}.height height of canvas
* @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache
* @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache
*/
_getCacheCanvasDimensions: function() {
var dims = this.callSuper('_getCacheCanvasDimensions');
var fontSize = this.fontSize;
dims.width += fontSize * dims.zoomX;
dims.height += fontSize * dims.zoomY;
return dims;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_render: function(ctx) {
var path = this.path;
path && !path.isNotVisible() && path._render(ctx);
this._setTextStyles(ctx);
this._renderTextLinesBackground(ctx);
this._renderTextDecoration(ctx, 'underline');
this._renderText(ctx);
this._renderTextDecoration(ctx, 'overline');
this._renderTextDecoration(ctx, 'linethrough');
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderText: function(ctx) {
if (this.paintFirst === 'stroke') {
this._renderTextStroke(ctx);
this._renderTextFill(ctx);
}
else {
this._renderTextFill(ctx);
this._renderTextStroke(ctx);
}
},
/**
* Set the font parameter of the context with the object properties or with charStyle
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Object} [charStyle] object with font style properties
* @param {String} [charStyle.fontFamily] Font Family
* @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )
* @param {String} [charStyle.fontWeight] Font weight
* @param {String} [charStyle.fontStyle] Font style (italic|normal)
*/
_setTextStyles: function(ctx, charStyle, forMeasuring) {
ctx.textBaseline = 'alphabetical';
if (this.path) {
switch (this.pathAlign) {
case 'center':
ctx.textBaseline = 'middle';
break;
case 'ascender':
ctx.textBaseline = 'top';
break;
case 'descender':
ctx.textBaseline = 'bottom';
break;
}
}
ctx.font = this._getFontDeclaration(charStyle, forMeasuring);
},
/**
* calculate and return the text Width measuring each line.
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @return {Number} Maximum width of fabric.Text object
*/
calcTextWidth: function() {
var maxWidth = this.getLineWidth(0);
for (var i = 1, len = this._textLines.length; i < len; i++) {
var currentLineWidth = this.getLineWidth(i);
if (currentLineWidth > maxWidth) {
maxWidth = currentLineWidth;
}
}
return maxWidth;
},
/**
* @private
* @param {String} method Method name ("fillText" or "strokeText")
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {String} line Text to render
* @param {Number} left Left position of text
* @param {Number} top Top position of text
* @param {Number} lineIndex Index of a line in a text
*/
_renderTextLine: function(method, ctx, line, left, top, lineIndex) {
this._renderChars(method, ctx, line, left, top, lineIndex);
},
/**
* Renders the text background for lines, taking care of style
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderTextLinesBackground: function(ctx) {
if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {
return;
}
var heightOfLine,
lineLeftOffset, originalFill = ctx.fillStyle,
line, lastColor,
leftOffset = this._getLeftOffset(),
lineTopOffset = this._getTopOffset(),
boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path,
drawStart;
for (var i = 0, len = this._textLines.length; i < len; i++) {
heightOfLine = this.getHeightOfLine(i);
if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {
lineTopOffset += heightOfLine;
continue;
}
line = this._textLines[i];
lineLeftOffset = this._getLineLeftOffset(i);
boxWidth = 0;
boxStart = 0;
lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');
for (var j = 0, jlen = line.length; j < jlen; j++) {
charBox = this.__charBounds[i][j];
currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');
if (path) {
ctx.save();
ctx.translate(charBox.renderLeft, charBox.renderTop);
ctx.rotate(charBox.angle);
ctx.fillStyle = currentColor;
currentColor && ctx.fillRect(
-charBox.width / 2,
-heightOfLine / this.lineHeight * (1 - this._fontSizeFraction),
charBox.width,
heightOfLine / this.lineHeight
);
ctx.restore();
}
else if (currentColor !== lastColor) {
drawStart = leftOffset + lineLeftOffset + boxStart;
if (this.direction === 'rtl') {
drawStart = this.width - drawStart - boxWidth;
}
ctx.fillStyle = lastColor;
lastColor && ctx.fillRect(
drawStart,
lineTopOffset,
boxWidth,
heightOfLine / this.lineHeight
);
boxStart = charBox.left;
boxWidth = charBox.width;
lastColor = currentColor;
}
else {
boxWidth += charBox.kernedWidth;
}
}
if (currentColor && !path) {
drawStart = leftOffset + lineLeftOffset + boxStart;
if (this.direction === 'rtl') {
drawStart = this.width - drawStart - boxWidth;
}
ctx.fillStyle = currentColor;
ctx.fillRect(
drawStart,
lineTopOffset,
boxWidth,
heightOfLine / this.lineHeight
);
}
lineTopOffset += heightOfLine;
}
ctx.fillStyle = originalFill;
// if there is text background color no
// other shadows should be casted
this._removeShadow(ctx);
},
/**
* @private
* @param {Object} decl style declaration for cache
* @param {String} decl.fontFamily fontFamily
* @param {String} decl.fontStyle fontStyle
* @param {String} decl.fontWeight fontWeight
* @return {Object} reference to cache
*/
getFontCache: function(decl) {
var fontFamily = decl.fontFamily.toLowerCase();
if (!fabric.charWidthsCache[fontFamily]) {
fabric.charWidthsCache[fontFamily] = { };
}
var cache = fabric.charWidthsCache[fontFamily],
cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();
if (!cache[cacheProp]) {
cache[cacheProp] = { };
}
return cache[cacheProp];
},
/**
* measure and return the width of a single character.
* possibly overridden to accommodate different measure logic or
* to hook some external lib for character measurement
* @private
* @param {String} _char, char to be measured
* @param {Object} charStyle style of char to be measured
* @param {String} [previousChar] previous char
* @param {Object} [prevCharStyle] style of previous char
*/
_measureChar: function(_char, charStyle, previousChar, prevCharStyle) {
// first i try to return from cache
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;
if (previousChar && fontCache[previousChar] !== undefined) {
previousWidth = fontCache[previousChar];
}
if (fontCache[_char] !== undefined) {
kernedWidth = width = fontCache[_char];
}
if (stylesAreEqual && fontCache[couple] !== undefined) {
coupleWidth = fontCache[couple];
kernedWidth = coupleWidth - previousWidth;
}
if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {
var ctx = this.getMeasuringContext();
// send a TRUE to specify measuring font size CACHE_FONT_SIZE
this._setTextStyles(ctx, charStyle, true);
}
if (width === undefined) {
kernedWidth = width = ctx.measureText(_char).width;
fontCache[_char] = width;
}
if (previousWidth === undefined && stylesAreEqual && previousChar) {
previousWidth = ctx.measureText(previousChar).width;
fontCache[previousChar] = previousWidth;
}
if (stylesAreEqual && coupleWidth === undefined) {
// we can measure the kerning couple and subtract the width of the previous character
coupleWidth = ctx.measureText(couple).width;
fontCache[couple] = coupleWidth;
kernedWidth = coupleWidth - previousWidth;
}
return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };
},
/**
* Computes height of character at given position
* @param {Number} line the line index number
* @param {Number} _char the character index number
* @return {Number} fontSize of the character
*/
getHeightOfChar: function(line, _char) {
return this.getValueOfPropertyAt(line, _char, 'fontSize');
},
/**
* measure a text line measuring all characters.
* @param {Number} lineIndex line number
* @return {Number} Line width
*/
measureLine: function(lineIndex) {
var lineInfo = this._measureLine(lineIndex);
if (this.charSpacing !== 0) {
lineInfo.width -= this._getWidthOfCharSpacing();
}
if (lineInfo.width < 0) {
lineInfo.width = 0;
}
return lineInfo;
},
/**
* measure every grapheme of a line, populating __charBounds
* @param {Number} lineIndex
* @return {Object} object.width total width of characters
* @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs
*/
_measureLine: function(lineIndex) {
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';
this.__charBounds[lineIndex] = lineBounds;
for (i = 0; i < line.length; i++) {
grapheme = line[i];
graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);
lineBounds[i] = graphemeInfo;
width += graphemeInfo.kernedWidth;
prevGrapheme = grapheme;
}
// this latest bound box represent the last character of the line
// to simplify cursor handling in interactive mode.
lineBounds[i] = {
left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,
width: 0,
kernedWidth: 0,
height: this.fontSize
};
if (path) {
totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;
startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);
startingPoint.x += path.pathOffset.x;
startingPoint.y += path.pathOffset.y;
switch (this.textAlign) {
case 'left':
positionInPath = reverse ? (totalPathLength - width) : 0;
break;
case 'center':
positionInPath = (totalPathLength - width) / 2;
break;
case 'right':
positionInPath = reverse ? 0 : (totalPathLength - width);
break;
//todo - add support for justify
}
positionInPath += this.pathStartOffset * (reverse ? -1 : 1);
for (i = reverse ? line.length - 1 : 0;
reverse ? i >= 0 : i < line.length;
reverse ? i-- : i++) {
graphemeInfo = lineBounds[i];
if (positionInPath > totalPathLength) {
positionInPath %= totalPathLength;
}
else if (positionInPath < 0) {
positionInPath += totalPathLength;
}
// it would probably much faster to send all the grapheme position for a line
// and calculate path position/angle at once.
this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);
positionInPath += graphemeInfo.kernedWidth;
}
}
return { width: width, numOfSpaces: numOfSpaces };
},
/**
* Calculate the angle and the left,top position of the char that follow a path.
* It appends it to graphemeInfo to be reused later at rendering
* @private
* @param {Number} positionInPath to be measured
* @param {Object} graphemeInfo current grapheme box information
* @param {Object} startingPoint position of the point
*/
_setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {
var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2,
path = this.path;
// we are at currentPositionOnPath. we want to know what point on the path is.
var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);
graphemeInfo.renderLeft = info.x - startingPoint.x;
graphemeInfo.renderTop = info.y - startingPoint.y;
graphemeInfo.angle = info.angle + (this.pathSide === 'right' ? Math.PI : 0);
},
/**
* Measure and return the info of a single grapheme.
* needs the the info of previous graphemes already filled
* @private
* @param {String} grapheme to be measured
* @param {Number} lineIndex index of the line where the char is
* @param {Number} charIndex position in the line
* @param {String} [prevGrapheme] character preceding the one to be measured
*/
_getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {
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;
if (this.charSpacing !== 0) {
charSpacing = this._getWidthOfCharSpacing();
width += charSpacing;
kernedWidth += charSpacing;
}
var box = {
width: width,
left: 0,
height: style.fontSize,
kernedWidth: kernedWidth,
deltaY: style.deltaY,
};
if (charIndex > 0 && !skipLeft) {
var previousBox = this.__charBounds[lineIndex][charIndex - 1];
box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;
}
return box;
},
/**
* Calculate height of line at 'lineIndex'
* @param {Number} lineIndex index of line to calculate
* @return {Number}
*/
getHeightOfLine: function(lineIndex) {
if (this.__lineHeights[lineIndex]) {
return this.__lineHeights[lineIndex];
}
var line = this._textLines[lineIndex],
// char 0 is measured before the line cycle because it nneds to char
// emptylines
maxHeight = this.getHeightOfChar(lineIndex, 0);
for (var i = 1, len = line.length; i < len; i++) {
maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);
}
return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;
},
/**
* Calculate text box height
*/
calcTextHeight: function() {
var lineHeight, height = 0;
for (var i = 0, len = this._textLines.length; i < len; i++) {
lineHeight = this.getHeightOfLine(i);
height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);
}
return height;
},
/**
* @private
* @return {Number} Left offset
*/
_getLeftOffset: function() {
return this.direction === 'ltr' ? -this.width / 2 : this.width / 2;
},
/**
* @private
* @return {Number} Top offset
*/
_getTopOffset: function() {
return -this.height / 2;
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {String} method Method name ("fillText" or "strokeText")
*/
_renderTextCommon: function(ctx, method) {
ctx.save();
var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();
for (var i = 0, len = this._textLines.length; i < len; i++) {
var heightOfLine = this.getHeightOfLine(i),
maxHeight = heightOfLine / this.lineHeight,
leftOffset = this._getLineLeftOffset(i);
this._renderTextLine(
method,
ctx,
this._textLines[i],
left + leftOffset,
top + lineHeights + maxHeight,
i
);
lineHeights += heightOfLine;
}
ctx.restore();
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderTextFill: function(ctx) {
if (!this.fill && !this.styleHas('fill')) {
return;
}
this._renderTextCommon(ctx, 'fillText');
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderTextStroke: function(ctx) {
if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {
return;
}
if (this.shadow && !this.shadow.affectStroke) {
this._removeShadow(ctx);
}
ctx.save();
this._setLineDash(ctx, this.strokeDashArray);
ctx.beginPath();
this._renderTextCommon(ctx, 'strokeText');
ctx.closePath();
ctx.restore();
},
/**
* @private
* @param {String} method fillText or strokeText.
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Array} line Content of the line, splitted in an array by grapheme
* @param {Number} left
* @param {Number} top
* @param {Number} lineIndex
*/
_renderChars: function(method, ctx, line, left, top, lineIndex) {
// set proper line offset
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');
ctx.save();
if (currentDirection !== this.direction) {
ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');
ctx.direction = isLtr ? 'ltr' : 'rtl';
ctx.textAlign = isLtr ? 'left' : 'right';
}
top -= lineHeight * this._fontSizeFraction / this.lineHeight;
if (shortCut) {
// render all the line in one pass without checking
// drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);
this._renderChar(method, ctx, lineIndex, 0, line.join(''), left, top, lineHeight);
ctx.restore();
return;
}
for (var i = 0, len = line.length - 1; i <= len; i++) {
timeToRender = i === len || this.charSpacing || path;
charsToRender += line[i];
charBox = this.__charBounds[lineIndex][i];
if (boxWidth === 0) {
left += sign * (charBox.kernedWidth - charBox.width);
boxWidth += charBox.width;
}
else {
boxWidth += charBox.kernedWidth;
}
if (isJustify && !timeToRender) {
if (this._reSpaceAndTab.test(line[i])) {
timeToRender = true;
}
}
if (!timeToRender) {
// if we have charSpacing, we render char by char
actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);
nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);
timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, false);
}
if (timeToRender) {
if (path) {
ctx.save();
ctx.translate(charBox.renderLeft, charBox.renderTop);
ctx.rotate(charBox.angle);
this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);
ctx.restore();
}
else {
drawingLeft = left;
this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);
}
charsToRender = '';
actualStyle = nextStyle;
left += sign * boxWidth;
boxWidth = 0;
}
}
ctx.restore();
},
/**
* This function try to patch the missing gradientTransform on canvas gradients.
* transforming a context to transform the gradient, is going to transform the stroke too.
* we want to transform the gradient but not the stroke operation, so we create
* a transformed gradient on a pattern and then we use the pattern instead of the gradient.
* this method has drawbacks: is slow, is in low resolution, needs a patch for when the size
* is limited.
* @private
* @param {fabric.Gradient} filler a fabric gradient instance
* @return {CanvasPattern} a pattern to use as fill/stroke style
*/
_applyPatternGradientTransformText: function(filler) {
var pCanvas = fabric.util.createCanvasElement(), pCtx,
// TODO: verify compatibility with strokeUniform
width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;
pCanvas.width = width;
pCanvas.height = height;
pCtx = pCanvas.getContext('2d');
pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);
pCtx.lineTo(0, height); pCtx.closePath();
pCtx.translate(width / 2, height / 2);
pCtx.fillStyle = filler.toLive(pCtx);
this._applyPatternGradientTransform(pCtx, filler);
pCtx.fill();
return pCtx.createPattern(pCanvas, 'no-repeat');
},
handleFiller: function(ctx, property, filler) {
var offsetX, offsetY;
if (filler.toLive) {
if (filler.gradientUnits === 'percentage' || filler.gradientTransform || filler.patternTransform) {
// need to transform gradient in a pattern.
// this is a slow process. If you are hitting this codepath, and the object
// is not using caching, you should consider switching it on.
// we need a canvas as big as the current object caching canvas.
offsetX = -this.width / 2;
offsetY = -this.height / 2;
ctx.translate(offsetX, offsetY);
ctx[property] = this._applyPatternGradientTransformText(filler);
return { offsetX: offsetX, offsetY: offsetY };
}
else {
// is a simple gradient or pattern
ctx[property] = filler.toLive(ctx, this);
return this._applyPatternGradientTransform(ctx, filler);
}
}
else {
// is a color
ctx[property] = filler;
}
return { offsetX: 0, offsetY: 0 };
},
_setStrokeStyles: function(ctx, decl) {
ctx.lineWidth = decl.strokeWidth;
ctx.lineCap = this.strokeLineCap;
ctx.lineDashOffset = this.strokeDashOffset;
ctx.lineJoin = this.strokeLineJoin;
ctx.miterLimit = this.strokeMiterLimit;
return this.handleFiller(ctx, 'strokeStyle', decl.stroke);
},
_setFillStyles: function(ctx, decl) {
return this.handleFiller(ctx, 'fillStyle', decl.fill);
},
/**
* @private
* @param {String} method
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {Number} lineIndex
* @param {Number} charIndex
* @param {String} _char
* @param {Number} left Left coordinate
* @param {Number} top Top coordinate
* @param {Number} lineHeight Height of the line
*/
_renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {
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;
if (!shouldStroke && !shouldFill) {
return;
}
ctx.save();
shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));
shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));
ctx.font = this._getFontDeclaration(fullDecl);
if (decl && decl.textBackgroundColor) {
this._removeShadow(ctx);
}
if (decl && decl.deltaY) {
top += decl.deltaY;
}
shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);
shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);
ctx.restore();
},
/**
* Turns the character into a 'superior figure' (i.e. 'superscript')
* @param {Number} start selection start
* @param {Number} end selection end
* @returns {fabric.Text} thisArg
* @chainable
*/
setSuperscript: function(start, end) {
return this._setScript(start, end, this.superscript);
},
/**
* Turns the character into an 'inferior figure' (i.e. 'subscript')
* @param {Number} start selection start
* @param {Number} end selection end
* @returns {fabric.Text} thisArg
* @chainable
*/
setSubscript: function(start, end) {
return this._setScript(start, end, this.subscript);
},
/**
* Applies 'schema' at given position
* @private
* @param {Number} start selection start
* @param {Number} end selection end
* @param {Number} schema
* @returns {fabric.Text} thisArg
* @chainable
*/
_setScript: function(start, end, schema) {
var loc = this.get2DCursorLocation(start, true),
fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),
dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),
style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };
this.setSelectionStyles(style, start, end);
return this;
},
/**
* @private
* @param {Number} lineIndex index text line
* @return {Number} Line left offset
*/
_getLineLeftOffset: function(lineIndex) {
var lineWidth = this.getLineWidth(lineIndex),
lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction,
isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);
if (textAlign === 'justify'
|| (textAlign === 'justify-center' && !isEndOfWrapping)
|| (textAlign === 'justify-right' && !isEndOfWrapping)
|| (textAlign === 'justify-left' && !isEndOfWrapping)
) {
return 0;
}
if (textAlign === 'center') {
leftOffset = lineDiff / 2;
}
if (textAlign === 'right') {
leftOffset = lineDiff;
}
if (textAlign === 'justify-center') {
leftOffset = lineDiff / 2;
}
if (textAlign === 'justify-right') {
leftOffset = lineDiff;
}
if (direction === 'rtl') {
leftOffset -= lineDiff;
}
return leftOffset;
},
/**
* @private
*/
_clearCache: function() {
this.__lineWidths = [];
this.__lineHeights = [];
this.__charBounds = [];
},
/**
* @private
*/
_shouldClearDimensionCache: function() {
var shouldClear = this._forceClearCache;
shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));
if (shouldClear) {
this.dirty = true;
this._forceClearCache = false;
}
return shouldClear;
},
/**
* Measure a single line given its index. Used to calculate the initial
* text bounding box. The values are calculated and stored in __lineWidths cache.
* @private
* @param {Number} lineIndex line number
* @return {Number} Line width
*/
getLineWidth: function(lineIndex) {
if (this.__lineWidths[lineIndex] !== undefined) {
return this.__lineWidths[lineIndex];
}
var lineInfo = this.measureLine(lineIndex);
var width = lineInfo.width;
this.__lineWidths[lineIndex] = width;
return width;
},
_getWidthOfCharSpacing: function() {
if (this.charSpacing !== 0) {
return this.fontSize * this.charSpacing / 1000;
}
return 0;
},
/**
* Retrieves the value of property at given character position
* @param {Number} lineIndex the line number
* @param {Number} charIndex the character number
* @param {String} property the property name
* @returns the value of 'property'
*/
getValueOfPropertyAt: function(lineIndex, charIndex, property) {
var charStyle = this._getStyleDeclaration(lineIndex, charIndex);
if (charStyle && typeof charStyle[property] !== 'undefined') {
return charStyle[property];
}
return this[property];
},
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
_renderTextDecoration: function(ctx, type) {
if (!this[type] && !this.styleHas(type)) {
return;
}
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];
for (var i = 0, len = this._textLines.length; i < len; i++) {
heightOfLine = this.getHeightOfLine(i);
if (!this[type] && !this.styleHas(type, i)) {
topOffset += heightOfLine;
continue;
}
line = this._textLines[i];
maxHeight = heightOfLine / this.lineHeight;
lineLeftOffset = this._getLineLeftOffset(i);
boxStart = 0;
boxWidth = 0;
lastDecoration = this.getValueOfPropertyAt(i, 0, type);
lastFill = this.getValueOfPropertyAt(i, 0, 'fill');
top = topOffset + maxHeight * (1 - this._fontSizeFraction);
size = this.getHeightOfChar(i, 0);
dy = this.getValueOfPropertyAt(i, 0, 'deltaY');
for (var j = 0, jlen = line.length; j < jlen; j++) {
charBox = this.__charBounds[i][j];
currentDecoration = this.getValueOfPropertyAt(i, j, type);
currentFill = this.getValueOfPropertyAt(i, j, 'fill');
_size = this.getHeightOfChar(i, j);
_dy = this.getValueOfPropertyAt(i, j, 'deltaY');
if (path && currentDecoration && currentFill) {
ctx.save();
ctx.fillStyle = lastFill;
ctx.translate(charBox.renderLeft, charBox.renderTop);
ctx.rotate(charBox.angle);
ctx.fillRect(
-charBox.kernedWidth / 2,
offsetY * _size + _dy,
charBox.kernedWidth,
this.fontSize / 15
);
ctx.restore();
}
else if (
(currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy)
&& boxWidth > 0
) {
var drawStart = leftOffset + lineLeftOffset + boxStart;
if (this.direction === 'rtl') {
drawStart = this.width - drawStart - boxWidth;
}
if (lastDecoration && lastFill) {
ctx.fillStyle = lastFill;
ctx.fillRect(
drawStart,
top + offsetY * size + dy,
boxWidth,
this.fontSize / 15
);
}
boxStart = charBox.left;
boxWidth = charBox.width;
lastDecoration = currentDecoration;
lastFill = currentFill;
size = _size;
dy = _dy;
}
else {
boxWidth += charBox.kernedWidth;
}
}
var drawStart = leftOffset + lineLeftOffset + boxStart;
if (this.direction === 'rtl') {
drawStart = this.width - drawStart - boxWidth;
}
ctx.fillStyle = currentFill;
currentDecoration && currentFill && ctx.fillRect(
drawStart,
top + offsetY * size + dy,
boxWidth - charSpacing,
this.fontSize / 15
);
topOffset += heightOfLine;
}
// if there is text background color no
// other shadows should be casted
this._removeShadow(ctx);
},
/**
* return font declaration string for canvas context
* @param {Object} [styleObject] object
* @returns {String} font declaration formatted for canvas context.
*/
_getFontDeclaration: function(styleObject, forMeasuring) {
var style = styleObject || this, family = this.fontFamily,
fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;
var fontFamily = family === undefined ||
family.indexOf('\'') > -1 || family.indexOf(',') > -1 ||
family.indexOf('"') > -1 || fontIsGeneric
? style.fontFamily : '"' + style.fontFamily + '"';
return [
// node-canvas needs "weight style", while browsers need "style weight"
// verify if this can be fixed in JSDOM
(fabric.isLikelyNode ? style.fontWeight : style.fontStyle),
(fabric.isLikelyNode ? style.fontStyle : style.fontWeight),
forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',
fontFamily
].join(' ');
},
/**
* Renders text instance on a specified context
* @param {CanvasRenderingContext2D} ctx Context to render on
*/
render: function(ctx) {
// do not render if object is not visible
if (!this.visible) {
return;
}
if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {
return;
}
if (this._shouldClearDimensionCache()) {
this.initDimensions();
}
this.callSuper('render', ctx);
},
/**
* Returns the text as an array of lines.
* @param {String} text text to split
* @returns {Array} Lines in the text
*/
_splitTextIntoLines: function(text) {
var lines = text.split(this._reNewline),
newLines = new Array(lines.length),
newLine = ['\n'],
newText = [];
for (var i = 0; i < lines.length; i++) {
newLines[i] = fabric.util.string.graphemeSplit(lines[i]);
newText = newText.concat(newLines[i], newLine);
}
newText.pop();
return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };
},
/**
* Returns object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} Object representation of an instance
*/
toObject: function(propertiesToInclude) {
var allProperties = additionalProps.concat(propertiesToInclude);
var obj = this.callSuper('toObject', allProperties);
obj.styles = fabric.util.stylesToArray(this.styles, this.text);
if (obj.path) {
obj.path = this.path.toObject();
}
return obj;
},
/**
* 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()`.
* @param {String|Object} key Property name or object (if object, iterate over the object properties)
* @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)
* @return {fabric.Object} thisArg
* @chainable
*/
set: function(key, value) {
this.callSuper('set', key, value);
var needsDims = false;
var isAddingPath = false;
if (typeof key === 'object') {
for (var _key in key) {
if (_key === 'path') {
this.setPathInfo();
}
needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;
isAddingPath = isAddingPath || _key === 'path';
}
}
else {
needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;
isAddingPath = key === 'path';
}
if (isAddingPath) {
this.setPathInfo();
}
if (needsDims) {
this.initDimensions();
this.setCoords();
}
return this;
},
/**
* Returns complexity of an instance
* @return {Number} complexity
*/
complexity: function() {
return 1;
}
});
/**
* Returns fabric.Text instance from an object representation
* @static
* @memberOf fabric.Text
* @param {Object} object plain js Object to create an instance from
* @param {Function} [callback] Callback to invoke when an fabric.Text instance is created
*/
fabric.Text.fromObject = function(object, callback) {
var objectCopy = clone(object), path = object.path;
delete objectCopy.path;
return fabric.Object._fromObject('Text', objectCopy, function(textInstance) {
textInstance.styles = fabric.util.stylesFromArray(object.styles, object.text);
if (path) {
fabric.Object._fromObject('Path', path, function(pathInstance) {
textInstance.set('path', pathInstance);
callback(textInstance);
}, 'path');
}
else {
callback(textInstance);
}
}, 'text');
};
fabric.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];
fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);
})(typeof exports !== 'undefined' ? exports : this);
(function() {
fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {
/**
* Returns true if object has no styling or no styling in a line
* @param {Number} lineIndex , lineIndex is on wrapped lines.
* @return {Boolean}
*/
isEmptyStyles: function(lineIndex) {
if (!this.styles) {
return true;
}
if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {
return true;
}
var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };
for (var p1 in obj) {
for (var p2 in obj[p1]) {
// eslint-disable-next-line no-unused-vars
for (var p3 in obj[p1][p2]) {
return false;
}
}
}
return true;
},
/**
* Returns true if object has a style property or has it ina specified line
* This function is used to detect if a text will use a particular property or not.
* @param {String} property to check for
* @param {Number} lineIndex to check the style on
* @return {Boolean}
*/
styleHas: function(property, lineIndex) {
if (!this.styles || !property || property === '') {
return false;
}
if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {
return false;
}
var obj = typeof lineIndex === 'undefined' ? this.styles : { 0: this.styles[lineIndex] };
// eslint-disable-next-line
for (var p1 in obj) {
// eslint-disable-next-line
for (var p2 in obj[p1]) {
if (typeof obj[p1][p2][property] !== 'undefined') {
return true;
}
}
}
return false;
},
/**
* Check if characters in a text have a value for a property
* whose value matches the textbox's value for that property. If so,
* the character-level property is deleted. If the character
* has no other properties, then it is also deleted. Finally,
* if the line containing that character has no other characters
* then it also is deleted.
*
* @param {string} property The property to compare between characters and text.
*/
cleanStyle: function(property) {
if (!this.styles || !property || property === '') {
return false;
}
var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,
allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;
// eslint-disable-next-line
for (var p1 in obj) {
letterCount = 0;
// eslint-disable-next-line
for (var p2 in obj[p1]) {
var styleObject = obj[p1][p2],
stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);
stylesCount++;
if (stylePropertyHasBeenSet) {
if (!stylePropertyValue) {
stylePropertyValue = styleObject[property];
}
else if (styleObject[property] !== stylePropertyValue) {
allStyleObjectPropertiesMatch = false;
}
if (styleObject[property] === this[property]) {
delete styleObject[property];
}
}
else {
allStyleObjectPropertiesMatch = false;
}
if (Object.keys(styleObject).length !== 0) {
letterCount++;
}
else {
delete obj[p1][p2];
}
}
if (letterCount === 0) {
delete obj[p1];
}
}
// if every grapheme has the same style set then
// delete those styles and set it on the parent
for (var i = 0; i < this._textLines.length; i++) {
graphemeCount += this._textLines[i].length;
}
if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {
this[property] = stylePropertyValue;
this.removeStyle(property);
}
},
/**
* Remove a style property or properties from all individual character styles
* in a text object. Deletes the character style object if it contains no other style
* props. Deletes a line style object if it contains no other character styles.
*
* @param {String} props The property to remove from character styles.
*/
removeStyle: function(property) {
if (!this.styles || !property || property === '') {
return;
}
var obj = this.styles, line, lineNum, charNum;
for (lineNum in obj) {
line = obj[lineNum];
for (charNum in line) {
delete line[charNum][property];
if (Object.keys(line[charNum]).length === 0) {
delete line[charNum];
}
}
if (Object.keys(line).length === 0) {
delete obj[lineNum];
}
}
},
/**
* @private
*/
_extendStyles: function(index, styles) {
var loc = this.get2DCursorLocation(index);
if (!this._getLineStyle(loc.lineIndex)) {
this._setLineStyle(loc.lineIndex);
}
if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {
this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});
}
fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);
},
/**
* Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)
* @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.
* @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.
*/
get2DCursorLocation: function(selectionStart, skipWrapping) {
if (typeof selectionStart === 'undefined') {
selectionStart = this.selectionStart;
}
var lines = skipWrapping ? this._unwrappedTextLines : this._textLines,
len = lines.length;
for (var i = 0; i < len; i++) {
if (selectionStart <= lines[i].length) {
return {
lineIndex: i,
charIndex: selectionStart
};
}
selectionStart -= lines[i].length + this.missingNewlineOffset(i);
}
return {
lineIndex: i - 1,
charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart
};
},
/**
* Gets style of a current selection/cursor (at the start position)
* if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.
* @param {Number} [startIndex] Start index to get styles at
* @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1
* @param {Boolean} [complete] get full style or not
* @return {Array} styles an array with one, zero or more Style objects
*/
getSelectionStyles: function(startIndex, endIndex, complete) {
if (typeof startIndex === 'undefined') {
startIndex = this.selectionStart || 0;
}
if (typeof endIndex === 'undefined') {
endIndex = this.selectionEnd || startIndex;
}
var styles = [];
for (var i = startIndex; i < endIndex; i++) {
styles.push(this.getStyleAtPosition(i, complete));
}
return styles;
},
/**
* Gets style of a current selection/cursor position
* @param {Number} position to get styles at
* @param {Boolean} [complete] full style if true
* @return {Object} style Style object at a specified index
* @private
*/
getStyleAtPosition: function(position, complete) {
var loc = this.get2DCursorLocation(position),
style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :
this._getStyleDeclaration(loc.lineIndex, loc.charIndex);
return style || {};
},
/**
* Sets style of a current selection, if no selection exist, do not set anything.
* @param {Object} [styles] Styles object
* @param {Number} [startIndex] Start index to get styles at
* @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1
* @return {fabric.IText} thisArg
* @chainable
*/
setSelectionStyles: function(styles, startIndex, endIndex) {
if (typeof startIndex === 'undefined') {
startIndex = this.selectionStart || 0;
}
if (typeof endIndex === 'undefined') {
endIndex = this.selectionEnd || startIndex;
}
for (var i = startIndex; i < endIndex; i++) {
this._extendStyles(i, styles);
}
/* not included in _extendStyles to avoid clearing cache more than once */
this._forceClearCache = true;
return this;
},
/**
* get the reference, not a clone, of the style object for a given character
* @param {Number} lineIndex
* @param {Number} charIndex
* @return {Object} style object
*/
_getStyleDeclaration: function(lineIndex, charIndex) {
var lineStyle = this.styles && this.styles[lineIndex];
if (!lineStyle) {
return null;
}
return lineStyle[charIndex];
},
/**
* return a new object that contains all the style property for a character
* the object returned is newly created
* @param {Number} lineIndex of the line where the character is
* @param {Number} charIndex position of the character on the line
* @return {Object} style object
*/
getCompleteStyleDeclaration: function(lineIndex, charIndex) {
var style = this._getStyleDeclaration(lineIndex, charIndex) || { },
styleObject = { }, prop;
for (var i = 0; i < this._styleProperties.length; i++) {
prop = this._styleProperties[i];
styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];
}
return styleObject;
},
/**
* @param {Number} lineIndex
* @param {Number} charIndex
* @param {Object} style
* @private
*/
_setStyleDeclaration: function(lineIndex, charIndex, style) {
this.styles[lineIndex][charIndex] = style;
},
/**
*
* @param {Number} lineIndex
* @param {Number} charIndex
* @private
*/
_deleteStyleDeclaration: function(lineIndex, charIndex) {
delete this.styles[lineIndex][charIndex];
},
/**
* @param {Number} lineIndex
* @return {Boolean} if the line exists or not
* @private
*/
_getLineStyle: function(lineIndex) {
return !!this.styles[lineIndex];
},
/**
* Set the line style to an empty object so that is initialized
* @param {Number} lineIndex
* @private
*/
_setLineStyle: function(lineIndex) {
this.styles[lineIndex] = {};
},
/**
* @param {Number} lineIndex
* @private
*/
_deleteLineStyle: function(lineIndex) {
delete this.styles[lineIndex];
}
});
})();
(function() {
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;
objectControls.ml = new fabric.Control({
x: -0.5,
y: 0,
cursorStyleHandler: scaleSkewStyleHandler,
actionHandler: scalingXOrSkewingY,
getActionName: scaleOrSkewActionName,
});
objectControls.mr = new fabric.Control({
x: 0.5,
y: 0,
cursorStyleHandler: scaleSkewStyleHandler,
actionHandler: scalingXOrSkewingY,
getActionName: scaleOrSkewActionName,
});
objectControls.mb = new fabric.Control({
x: 0,
y: 0.5,
cursorStyleHandler: scaleSkewStyleHandler,
actionHandler: scalingYOrSkewingX,
getActionName: scaleOrSkewActionName,
});
objectControls.mt = new fabric.Control({
x: 0,
y: -0.5,
cursorStyleHandler: scaleSkewStyleHandler,
actionHandler: scalingYOrSkewingX,
getActionName: scaleOrSkewActionName,
});
objectControls.tl = new fabric.Control({
x: -0.5,
y: -0.5,
cursorStyleHandler: scaleStyleHandler,
actionHandler: scalingEqually
});
objectControls.tr = new fabric.Control({
x: 0.5,
y: -0.5,
cursorStyleHandler: scaleStyleHandler,
actionHandler: scalingEqually
});
objectControls.bl = new fabric.Control({
x: -0.5,
y: 0.5,
cursorStyleHandler: scaleStyleHandler,
actionHandler: scalingEqually
});
objectControls.br = new fabric.Control({
x: 0.5,
y: 0.5,
cursorStyleHandler: scaleStyleHandler,
actionHandler: scalingEqually
});
objectControls.mtr = new fabric.Control({
x: 0,
y: -0.5,
actionHandler: controlsUtils.rotationWithSnapping,
cursorStyleHandler: controlsUtils.rotationStyleHandler,
offsetY: -40,
withConnection: true,
actionName: 'rotate',
});
if (fabric.Textbox) {
// this is breaking the prototype inheritance, no time / ideas to fix it.
// is important to document that if you want to have all objects to have a
// specific custom control, you have to add it to Object prototype and to Textbox
// prototype. The controls are shared as references. So changes to control `tr`
// can still apply to all objects if needed.
var textBoxControls = fabric.Textbox.prototype.controls = { };
textBoxControls.mtr = objectControls.mtr;
textBoxControls.tr = objectControls.tr;
textBoxControls.br = objectControls.br;
textBoxControls.tl = objectControls.tl;
textBoxControls.bl = objectControls.bl;
textBoxControls.mt = objectControls.mt;
textBoxControls.mb = objectControls.mb;
textBoxControls.mr = new fabric.Control({
x: 0.5,
y: 0,
actionHandler: controlsUtils.changeWidth,
cursorStyleHandler: scaleSkewStyleHandler,
actionName: 'resizing',
});
textBoxControls.ml = new fabric.Control({
x: -0.5,
y: 0,
actionHandler: controlsUtils.changeWidth,
cursorStyleHandler: scaleSkewStyleHandler,
actionName: 'resizing',
});
}
})();
(function () {
/** ERASER_START */
/**
* add `eraser` to enlivened props
*/
fabric.Object.ENLIVEN_PROPS.push('eraser');
var __drawClipPath = fabric.Object.prototype._drawClipPath;
var _needsItsOwnCache = fabric.Object.prototype.needsItsOwnCache;
var _toObject = fabric.Object.prototype.toObject;
var _getSvgCommons = fabric.Object.prototype.getSvgCommons;
var __createBaseClipPathSVGMarkup = fabric.Object.prototype._createBaseClipPathSVGMarkup;
var __createBaseSVGMarkup = fabric.Object.prototype._createBaseSVGMarkup;
fabric.Object.prototype.cacheProperties.push('eraser');
fabric.Object.prototype.stateProperties.push('eraser');
/**
* @fires erasing:end
*/
fabric.util.object.extend(fabric.Object.prototype, {
/**
* Indicates whether this object can be erased by {@link fabric.EraserBrush}
* The `deep` option introduces fine grained control over a group's `erasable` property.
* When set to `deep` the eraser will erase nested objects if they are erasable, leaving the group and the other objects untouched.
* 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.
* When set to `false` the eraser will leave all objects including the group untouched.
* @tutorial {@link http://fabricjs.com/erasing#erasable_property}
* @type boolean | 'deep'
* @default true
*/
erasable: true,
/**
* @tutorial {@link http://fabricjs.com/erasing#eraser}
* @type fabric.Eraser
*/
eraser: undefined,
/**
* @override
* @returns Boolean
*/
needsItsOwnCache: function () {
return _needsItsOwnCache.call(this) || !!this.eraser;
},
/**
* draw eraser above clip path
* @override
* @private
* @param {CanvasRenderingContext2D} ctx
* @param {fabric.Object} clipPath
*/
_drawClipPath: function (ctx, clipPath) {
__drawClipPath.call(this, ctx, clipPath);
if (this.eraser) {
// update eraser size to match instance
var size = this._getNonTransformedDimensions();
this.eraser.isType('eraser') && this.eraser.set({
width: size.x,
height: size.y
});
__drawClipPath.call(this, ctx, this.eraser);
}
},
/**
* Returns an object representation of an instance
* @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
* @return {Object} Object representation of an instance
*/
toObject: function (propertiesToInclude) {
var object = _toObject.call(this, ['erasable'].concat(propertiesToInclude));
if (this.eraser && !this.eraser.excludeFromExport) {
object.eraser = this.eraser.toObject(propertiesToInclude);
}
return object;
},
});
var __restoreObjectsState = fabric.Group.prototype._restoreObjectsState;
fabric.util.object.extend(fabric.Group.prototype, {
/**
* @private
* @param {fabric.Path} path
*/
_addEraserPathToObjects: function (path) {
this._objects.forEach(function (object) {
fabric.EraserBrush.prototype._addPathToObjectEraser.call(
fabric.EraserBrush.prototype,
object,
path
);
});
},
/**
* Applies the group's eraser to its objects
* @tutorial {@link http://fabricjs.com/erasing#erasable_property}
*/
applyEraserToObjects: function () {
var _this = this, eraser = this.eraser;
if (eraser) {
delete this.eraser;
var transform = _this.calcTransformMatrix();
eraser.clone(function (eraser) {
var clipPath = _this.clipPath;
eraser.getObjects('path')
.forEach(function (path) {
// first we transform the path from the group's coordinate system to the canvas'
var originalTransform = fabric.util.multiplyTransformMatrices(
transform,
path.calcTransformMatrix()
);
fabric.util.applyTransformToObject(path, originalTransform);
if (clipPath) {
clipPath.clone(function (_clipPath) {
var eraserPath = fabric.EraserBrush.prototype.applyClipPathToPath.call(
fabric.EraserBrush.prototype,
path,
_clipPath,
transform
);
_this._addEraserPathToObjects(eraserPath);
}, ['absolutePositioned', 'inverted']);
}
else {
_this._addEraserPathToObjects(path);
}
});
});
}
},
/**
* Propagate the group's eraser to its objects, crucial for proper functionality of the eraser within the group and nested objects.
* @private
*/
_restoreObjectsState: function () {
this.erasable === true && this.applyEraserToObjects();
return __restoreObjectsState.call(this);
}
});
/**
* An object's Eraser
* @private
* @class fabric.Eraser
* @extends fabric.Group
* @memberof fabric
*/
fabric.Eraser = fabric.util.createClass(fabric.Group, {
/**
* @readonly
* @static
*/
type: 'eraser',
/**
* @default
*/
originX: 'center',
/**
* @default
*/
originY: 'center',
drawObject: function (ctx) {
ctx.save();
ctx.fillStyle = 'black';
ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);
ctx.restore();
this.callSuper('drawObject', ctx);
},
/**
* eraser should retain size
* dimensions should not change when paths are added or removed
* handled by {@link fabric.Object#_drawClipPath}
* @override
* @private
*/
_getBounds: function () {
// noop
},
});
/**
* Returns {@link fabric.Eraser} instance from an object representation
* @static
* @memberOf fabric.Eraser
* @param {Object} object Object to create an Eraser from
* @param {Function} [callback] Callback to invoke when an eraser instance is created
*/
fabric.Eraser.fromObject = function (object, callback) {
var objects = object.objects;
fabric.util.enlivenObjects(objects, function (enlivenedObjects) {
var options = fabric.util.object.clone(object, true);
delete options.objects;
fabric.util.enlivenObjectEnlivables(object, options, function () {
callback && callback(new fabric.Eraser(enlivenedObjects, options, true));
});
});
};
var __renderOverlay = fabric.Canvas.prototype._renderOverlay;
/**
* @fires erasing:start
* @fires erasing:end
*/
fabric.util.object.extend(fabric.Canvas.prototype, {
/**
* Used by {@link #renderAll}
* @returns boolean
*/
isErasing: function () {
return (
this.isDrawingMode &&
this.freeDrawingBrush &&
this.freeDrawingBrush.type === 'eraser' &&
this.freeDrawingBrush._isErasing
);
},
/**
* While erasing the brush clips out the erasing path from canvas
* so we need to render it on top of canvas every render
* @param {CanvasRenderingContext2D} ctx
*/
_renderOverlay: function (ctx) {
__renderOverlay.call(this, ctx);
if (this.isErasing() && !this.freeDrawingBrush.inverted) {
this.freeDrawingBrush._render();
}
}
});
/**
* EraserBrush class
* Supports selective erasing meaning that only erasable objects are affected by the eraser brush.
* Supports **inverted** erasing meaning that the brush can "undo" erasing.
*
* In order to support selective erasing, the brush clips the entire canvas
* and then draws all non-erasable objects over the erased path using a pattern brush so to speak (masking).
* If brush is **inverted** there is no need to clip canvas. The brush draws all erasable objects without their eraser.
* This achieves the desired effect of seeming to erase or unerase only erasable objects.
* After erasing is done the created path is added to all intersected objects' `eraser` property.
*
* In order to update the EraserBrush call `preparePattern`.
* It may come in handy when canvas changes during erasing (i.e animations) and you want the eraser to reflect the changes.
*
* @tutorial {@link http://fabricjs.com/erasing}
* @class fabric.EraserBrush
* @extends fabric.PencilBrush
* @memberof fabric
*/
fabric.EraserBrush = fabric.util.createClass(
fabric.PencilBrush,
/** @lends fabric.EraserBrush.prototype */ {
type: 'eraser',
/**
* When set to `true` the brush will create a visual effect of undoing erasing
*/
inverted: false,
/**
* @private
*/
_isErasing: false,
/**
*
* @private
* @param {fabric.Object} object
* @returns boolean
*/
_isErasable: function (object) {
return object.erasable !== false;
},
/**
* @private
* This is designed to support erasing a collection with both erasable and non-erasable objects.
* Iterates over collections to allow nested selective erasing.
* Prepares the pattern brush that will draw on the top context to achieve the desired visual effect.
* If brush is **NOT** inverted render all non-erasable objects.
* If brush is inverted render all erasable objects that have been erased with their clip path inverted.
* This will render the erased parts as if they were not erased.
*
* @param {fabric.Collection} collection
* @param {CanvasRenderingContext2D} ctx
* @param {{ visibility: fabric.Object[], eraser: fabric.Object[], collection: fabric.Object[] }} restorationContext
*/
_prepareCollectionTraversal: function (collection, ctx, restorationContext) {
collection.forEachObject(function (obj) {
if (obj.forEachObject && obj.erasable === 'deep') {
// traverse
this._prepareCollectionTraversal(obj, ctx, restorationContext);
}
else if (!this.inverted && obj.erasable && obj.visible) {
// render only non-erasable objects
obj.visible = false;
collection.dirty = true;
restorationContext.visibility.push(obj);
restorationContext.collection.push(collection);
}
else if (this.inverted && obj.visible) {
// render only erasable objects that were erased
if (obj.erasable && obj.eraser) {
obj.eraser.inverted = true;
obj.dirty = true;
collection.dirty = true;
restorationContext.eraser.push(obj);
restorationContext.collection.push(collection);
}
else {
obj.visible = false;
collection.dirty = true;
restorationContext.visibility.push(obj);
restorationContext.collection.push(collection);
}
}
}, this);
},
/**
* Prepare the pattern for the erasing brush
* This pattern will be drawn on the top context, achieving a visual effect of erasing only erasable objects
* @todo decide how overlay color should behave when `inverted === true`, currently draws over it which is undesirable
* @private
*/
preparePattern: function () {
if (!this._patternCanvas) {
this._patternCanvas = fabric.util.createCanvasElement();
}
var canvas = this._patternCanvas;
canvas.width = this.canvas.width;
canvas.height = this.canvas.height;
var patternCtx = canvas.getContext('2d');
if (this.canvas._isRetinaScaling()) {
var retinaScaling = this.canvas.getRetinaScaling();
this.canvas.__initRetinaScaling(retinaScaling, canvas, patternCtx);
}
var backgroundImage = this.canvas.backgroundImage,
bgErasable = backgroundImage && this._isErasable(backgroundImage),
overlayImage = this.canvas.overlayImage,
overlayErasable = overlayImage && this._isErasable(overlayImage);
if (!this.inverted && ((backgroundImage && !bgErasable) || !!this.canvas.backgroundColor)) {
if (bgErasable) { this.canvas.backgroundImage = undefined; }
this.canvas._renderBackground(patternCtx);
if (bgErasable) { this.canvas.backgroundImage = backgroundImage; }
}
else if (this.inverted && (backgroundImage && bgErasable)) {
var color = this.canvas.backgroundColor;
this.canvas.backgroundColor = undefined;
this.canvas._renderBackground(patternCtx);
this.canvas.backgroundColor = color;
}
patternCtx.save();
patternCtx.transform.apply(patternCtx, this.canvas.viewportTransform);
var restorationContext = { visibility: [], eraser: [], collection: [] };
this._prepareCollectionTraversal(this.canvas, patternCtx, restorationContext);
this.canvas._renderObjects(patternCtx, this.canvas._objects);
restorationContext.visibility.forEach(function (obj) { obj.visible = true; });
restorationContext.eraser.forEach(function (obj) {
obj.eraser.inverted = false;
obj.dirty = true;
});
restorationContext.collection.forEach(function (obj) { obj.dirty = true; });
patternCtx.restore();
if (!this.inverted && ((overlayImage && !overlayErasable) || !!this.canvas.overlayColor)) {
if (overlayErasable) { this.canvas.overlayImage = undefined; }
__renderOverlay.call(this.canvas, patternCtx);
if (overlayErasable) { this.canvas.overlayImage = overlayImage; }
}
else if (this.inverted && (overlayImage && overlayErasable)) {
var color = this.canvas.overlayColor;
this.canvas.overlayColor = undefined;
__renderOverlay.call(this.canvas, patternCtx);
this.canvas.overlayColor = color;
}
},
/**
* Sets brush styles
* @private
* @param {CanvasRenderingContext2D} ctx
*/
_setBrushStyles: function (ctx) {
this.callSuper('_setBrushStyles', ctx);
ctx.strokeStyle = 'black';
},
/**
* **Customiztion**
*
* 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):
* @example
* ```
* if(ctx === this.canvas.contextTop) {
* this.preparePattern();
* }
* ```
*
* @override fabric.BaseBrush#_saveAndTransform
* @param {CanvasRenderingContext2D} ctx
*/
_saveAndTransform: function (ctx) {
this.callSuper('_saveAndTransform', ctx);
this._setBrushStyles(ctx);
ctx.globalCompositeOperation = ctx === this.canvas.getContext() ? 'destination-out' : 'source-over';
},
/**
* We indicate {@link fabric.PencilBrush} to repaint itself if necessary
* @returns
*/
needsFullRender: function () {
return true;
},
/**
*
* @param {fabric.Point} pointer
* @param {fabric.IEvent} options
* @returns
*/
onMouseDown: function (pointer, options) {
if (!this.canvas._isMainEvent(options.e)) {
return;
}
this._prepareForDrawing(pointer);
// capture coordinates immediately
// this allows to draw dots (when movement never occurs)
this._captureDrawingPath(pointer);
// prepare for erasing
this.preparePattern();
this._isErasing = true;
this.canvas.fire('erasing:start');
this._render();
},
/**
* Rendering Logic:
* 1. Use brush to clip canvas by rendering it on top of canvas (unnecessary if `inverted === true`)
* 2. Render brush with canvas pattern on top context
*
*/
_render: function () {
var ctx;
if (!this.inverted) {
// clip canvas
ctx = this.canvas.getContext();
this.callSuper('_render', ctx);
}
// render brush and mask it with image of non erasables
ctx = this.canvas.contextTop;
this.canvas.clearContext(ctx);
this.callSuper('_render', ctx);
ctx.save();
var t = this.canvas.getRetinaScaling(), s = 1 / t;
ctx.scale(s, s);
ctx.globalCompositeOperation = 'source-in';
ctx.drawImage(this._patternCanvas, 0, 0);
ctx.restore();
},
/**
* Creates fabric.Path object
* @override
* @private
* @param {(string|number)[][]} pathData Path data
* @return {fabric.Path} Path to add on canvas
* @returns
*/
createPath: function (pathData) {
var path = this.callSuper('createPath', pathData);
path.globalCompositeOperation = this.inverted ? 'source-over' : 'destination-out';
path.stroke = this.inverted ? 'white' : 'black';
return path;
},
/**
* Utility to apply a clip path to a path.
* Used to preserve clipping on eraser paths in nested objects.
* Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.
* @param {fabric.Path} path The eraser path in canvas coordinate plane
* @param {fabric.Object} clipPath The clipPath to apply to the path
* @param {number[]} clipPathContainerTransformMatrix The transform matrix of the object that the clip path belongs to
* @returns {fabric.Path} path with clip path
*/
applyClipPathToPath: function (path, clipPath, clipPathContainerTransformMatrix) {
var pathInvTransform = fabric.util.invertTransform(path.calcTransformMatrix()),
clipPathTransform = clipPath.calcTransformMatrix(),
transform = clipPath.absolutePositioned ?
pathInvTransform :
fabric.util.multiplyTransformMatrices(
pathInvTransform,
clipPathContainerTransformMatrix
);
// when passing down a clip path it becomes relative to the parent
// so we transform it acoordingly and set `absolutePositioned` to false
clipPath.absolutePositioned = false;
fabric.util.applyTransformToObject(
clipPath,
fabric.util.multiplyTransformMatrices(
transform,
clipPathTransform
)
);
// We need to clip `path` with both `clipPath` and it's own clip path if existing (`path.clipPath`)
// so in turn `path` erases an object only where it overlaps with all it's clip paths, regardless of how many there are.
// this is done because both clip paths may have nested clip paths of their own (this method walks down a collection => this may reccur),
// so we can't assign one to the other's clip path property.
path.clipPath = path.clipPath ? fabric.util.mergeClipPaths(clipPath, path.clipPath) : clipPath;
return path;
},
/**
* Utility to apply a clip path to a path.
* Used to preserve clipping on eraser paths in nested objects.
* Called when a group has a clip path that should be applied to the path before applying erasing on the group's objects.
* @param {fabric.Path} path The eraser path
* @param {fabric.Object} object The clipPath to apply to path belongs to object
* @param {Function} callback Callback to be invoked with the cloned path after applying the clip path
*/
clonePathWithClipPath: function (path, object, callback) {
var objTransform = object.calcTransformMatrix();
var clipPath = object.clipPath;
var _this = this;
path.clone(function (_path) {
clipPath.clone(function (_clipPath) {
callback(_this.applyClipPathToPath(_path, _clipPath, objTransform));
}, ['absolutePositioned', 'inverted']);
});
},
/**
* Adds path to object's eraser, walks down object's descendants if necessary
*
* @fires erasing:end on object
* @param {fabric.Object} obj
* @param {fabric.Path} path
*/
_addPathToObjectEraser: function (obj, path) {
var _this = this;
// object is collection, i.e group
if (obj.forEachObject && obj.erasable === 'deep') {
var targets = obj._objects.filter(function (_obj) {
return _obj.erasable;
});
if (targets.length > 0 && obj.clipPath) {
this.clonePathWithClipPath(path, obj, function (_path) {
targets.forEach(function (_obj) {
_this._addPathToObjectEraser(_obj, _path);
});
});
}
else if (targets.length > 0) {
targets.forEach(function (_obj) {
_this._addPathToObjectEraser(_obj, path);
});
}
return;
}
// prepare eraser
var eraser = obj.eraser;
if (!eraser) {
eraser = new fabric.Eraser();
obj.eraser = eraser;
}
// clone and add path
path.clone(function (path) {
// http://fabricjs.com/using-transformations
var desiredTransform = fabric.util.multiplyTransformMatrices(
fabric.util.invertTransform(
obj.calcTransformMatrix()
),
path.calcTransformMatrix()
);
fabric.util.applyTransformToObject(path, desiredTransform);
eraser.addWithUpdate(path);
obj.set('dirty', true);
obj.fire('erasing:end', {
path: path
});
if (obj.group && Array.isArray(_this.__subTargets)) {
_this.__subTargets.push(obj);
}
});
},
/**
* Add the eraser path to canvas drawables' clip paths
*
* @param {fabric.Canvas} source
* @param {fabric.Canvas} path
* @returns {Object} canvas drawables that were erased by the path
*/
applyEraserToCanvas: function (path) {
var canvas = this.canvas;
var drawables = {};
[
'backgroundImage',
'overlayImage',
].forEach(function (prop) {
var drawable = canvas[prop];
if (drawable && drawable.erasable) {
this._addPathToObjectEraser(drawable, path);
drawables[prop] = drawable;
}
}, this);
return drawables;
},
/**
* On mouseup after drawing the path on contextTop canvas
* we use the points captured to create an new fabric path object
* and add it to every intersected erasable object.
*/
_finalizeAndAddPath: function () {
var ctx = this.canvas.contextTop, canvas = this.canvas;
ctx.closePath();
if (this.decimate) {
this._points = this.decimatePoints(this._points, this.decimate);
}
// clear
canvas.clearContext(canvas.contextTop);
this._isErasing = false;
var pathData = this._points && this._points.length > 1 ?
this.convertPointsToSVGPath(this._points) :
null;
if (!pathData || this._isEmptySVGPath(pathData)) {
canvas.fire('erasing:end');
// do not create 0 width/height paths, as they are
// rendered inconsistently across browsers
// Firefox 4, for example, renders a dot,
// whereas Chrome 10 renders nothing
canvas.requestRenderAll();
return;
}
var path = this.createPath(pathData);
// needed for `intersectsWithObject`
path.setCoords();
// commense event sequence
canvas.fire('before:path:created', { path: path });
// finalize erasing
var drawables = this.applyEraserToCanvas(path);
var _this = this;
this.__subTargets = [];
var targets = [];
canvas.forEachObject(function (obj) {
if (obj.erasable && obj.intersectsWithObject(path, true, true)) {
_this._addPathToObjectEraser(obj, path);
targets.push(obj);
}
});
// fire erasing:end
canvas.fire('erasing:end', {
path: path,
targets: targets,
subTargets: this.__subTargets,
drawables: drawables
});
delete this.__subTargets;
canvas.requestRenderAll();
this._resetShadow();
// fire event 'path' created
canvas.fire('path:created', { path: path });
}
}
);
/** ERASER_END */
})();