/* build: `node build.js modules=ALL exclude=gestures,accessors,erasing requirejs minifier=uglifyjs` */ /*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */ var fabric = fabric || { version: '5.3.0' }; 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'; /* _FROM_SVG_START_ */ /** * Attributes parsed from all SVG elements * @type array */ fabric.SHARED_ATTRIBUTES = [ 'display', 'transform', 'fill', 'fill-opacity', 'fill-rule', 'opacity', 'stroke', 'stroke-dasharray', 'stroke-linecap', 'stroke-dashoffset', 'stroke-linejoin', 'stroke-miterlimit', 'stroke-opacity', 'stroke-width', 'id', 'paint-order', 'vector-effect', 'instantiated_by_use', 'clip-path', ]; /* _FROM_SVG_END_ */ /** * 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()); } }; if (typeof document !== 'undefined' && typeof window !== 'undefined') { // ensure globality even if entire library were function wrapped (as in Meteor.js packaging system) window.fabric = fabric; } (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) { if (typeof path !== 'undefined') { elements[0].sourcePath = path; } 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.textBackgroundColor !== thisStyle.textBackgroundColor || 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 && Object.keys(thisStyle).length > 0) { 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 Usage * 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, '&') .replace(/"/g, '"') .replace(/'/g, ''') .replace(//g, '>'); } /** * 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 // 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() { function normalize(a, c, p, s) { if (a < Math.abs(c)) { a = c; s = p / 4; } else { //handle the 0/0 case: if (c === 0 && a === 0) { s = p / (2 * Math.PI) * Math.asin(1); } else { s = p / (2 * Math.PI) * Math.asin(c / a); } } return { a: a, c: c, p: p, s: s }; } function elastic(opts, t, d) { return opts.a * Math.pow(2, 10 * (t -= 1)) * Math.sin( (t * d - opts.s) * (2 * Math.PI) / opts.p ); } /** * Cubic easing out * @memberOf fabric.util.ease */ function easeOutCubic(t, b, c, d) { return c * ((t = t / d - 1) * t * t + 1) + b; } /** * Cubic easing in and out * @memberOf fabric.util.ease */ function easeInOutCubic(t, b, c, d) { t /= d / 2; if (t < 1) { return c / 2 * t * t * t + b; } return c / 2 * ((t -= 2) * t * t + 2) + b; } /** * Quartic easing in * @memberOf fabric.util.ease */ function easeInQuart(t, b, c, d) { return c * (t /= d) * t * t * t + b; } /** * Quartic easing out * @memberOf fabric.util.ease */ function easeOutQuart(t, b, c, d) { return -c * ((t = t / d - 1) * t * t * t - 1) + b; } /** * Quartic easing in and out * @memberOf fabric.util.ease */ function easeInOutQuart(t, b, c, d) { t /= d / 2; if (t < 1) { return c / 2 * t * t * t * t + b; } return -c / 2 * ((t -= 2) * t * t * t - 2) + b; } /** * Quintic easing in * @memberOf fabric.util.ease */ function easeInQuint(t, b, c, d) { return c * (t /= d) * t * t * t * t + b; } /** * Quintic easing out * @memberOf fabric.util.ease */ function easeOutQuint(t, b, c, d) { return c * ((t = t / d - 1) * t * t * t * t + 1) + b; } /** * Quintic easing in and out * @memberOf fabric.util.ease */ function easeInOutQuint(t, b, c, d) { t /= d / 2; if (t < 1) { return c / 2 * t * t * t * t * t + b; } return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; } /** * Sinusoidal easing in * @memberOf fabric.util.ease */ function easeInSine(t, b, c, d) { return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; } /** * Sinusoidal easing out * @memberOf fabric.util.ease */ function easeOutSine(t, b, c, d) { return c * Math.sin(t / d * (Math.PI / 2)) + b; } /** * Sinusoidal easing in and out * @memberOf fabric.util.ease */ function easeInOutSine(t, b, c, d) { return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; } /** * Exponential easing in * @memberOf fabric.util.ease */ function easeInExpo(t, b, c, d) { return (t === 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b; } /** * Exponential easing out * @memberOf fabric.util.ease */ function easeOutExpo(t, b, c, d) { return (t === d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b; } /** * Exponential easing in and out * @memberOf fabric.util.ease */ function easeInOutExpo(t, b, c, d) { if (t === 0) { return b; } if (t === d) { return b + c; } t /= d / 2; if (t < 1) { return c / 2 * Math.pow(2, 10 * (t - 1)) + b; } return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; } /** * Circular easing in * @memberOf fabric.util.ease */ function easeInCirc(t, b, c, d) { return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; } /** * Circular easing out * @memberOf fabric.util.ease */ function easeOutCirc(t, b, c, d) { return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; } /** * Circular easing in and out * @memberOf fabric.util.ease */ function easeInOutCirc(t, b, c, d) { t /= d / 2; if (t < 1) { return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; } return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; } /** * Elastic easing in * @memberOf fabric.util.ease */ function easeInElastic(t, b, c, d) { var s = 1.70158, p = 0, a = c; if (t === 0) { return b; } t /= d; if (t === 1) { return b + c; } if (!p) { p = d * 0.3; } var opts = normalize(a, c, p, s); return -elastic(opts, t, d) + b; } /** * Elastic easing out * @memberOf fabric.util.ease */ function easeOutElastic(t, b, c, d) { var s = 1.70158, p = 0, a = c; if (t === 0) { return b; } t /= d; if (t === 1) { return b + c; } if (!p) { p = d * 0.3; } var opts = normalize(a, c, p, s); return opts.a * Math.pow(2, -10 * t) * Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) + opts.c + b; } /** * Elastic easing in and out * @memberOf fabric.util.ease */ function easeInOutElastic(t, b, c, d) { var s = 1.70158, p = 0, a = c; if (t === 0) { return b; } t /= d / 2; if (t === 2) { return b + c; } if (!p) { p = d * (0.3 * 1.5); } var opts = normalize(a, c, p, s); if (t < 1) { return -0.5 * elastic(opts, t, d) + b; } return opts.a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) * 0.5 + opts.c + b; } /** * Backwards easing in * @memberOf fabric.util.ease */ function easeInBack(t, b, c, d, s) { if (s === undefined) { s = 1.70158; } return c * (t /= d) * t * ((s + 1) * t - s) + b; } /** * Backwards easing out * @memberOf fabric.util.ease */ function easeOutBack(t, b, c, d, s) { if (s === undefined) { s = 1.70158; } return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; } /** * Backwards easing in and out * @memberOf fabric.util.ease */ function easeInOutBack(t, b, c, d, s) { if (s === undefined) { s = 1.70158; } t /= d / 2; if (t < 1) { return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b; } return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b; } /** * Bouncing easing in * @memberOf fabric.util.ease */ function easeInBounce(t, b, c, d) { return c - easeOutBounce (d - t, 0, c, d) + b; } /** * Bouncing easing out * @memberOf fabric.util.ease */ function easeOutBounce(t, b, c, d) { if ((t /= d) < (1 / 2.75)) { return c * (7.5625 * t * t) + b; } else if (t < (2 / 2.75)) { return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b; } else if (t < (2.5 / 2.75)) { return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b; } else { return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b; } } /** * Bouncing easing in and out * @memberOf fabric.util.ease */ function easeInOutBounce(t, b, c, d) { if (t < d / 2) { return easeInBounce (t * 2, 0, c, d) * 0.5 + b; } return easeOutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b; } /** * Easing functions * See Easing Equations by Robert Penner * @namespace fabric.util.ease */ fabric.util.ease = { /** * Quadratic easing in * @memberOf fabric.util.ease */ easeInQuad: function(t, b, c, d) { return c * (t /= d) * t + b; }, /** * Quadratic easing out * @memberOf fabric.util.ease */ easeOutQuad: function(t, b, c, d) { return -c * (t /= d) * (t - 2) + b; }, /** * Quadratic easing in and out * @memberOf fabric.util.ease */ easeInOutQuad: function(t, b, c, d) { t /= (d / 2); if (t < 1) { return c / 2 * t * t + b; } return -c / 2 * ((--t) * (t - 2) - 1) + b; }, /** * Cubic easing in * @memberOf fabric.util.ease */ easeInCubic: function(t, b, c, d) { return c * (t /= d) * t * t + b; }, easeOutCubic: easeOutCubic, easeInOutCubic: easeInOutCubic, easeInQuart: easeInQuart, easeOutQuart: easeOutQuart, easeInOutQuart: easeInOutQuart, easeInQuint: easeInQuint, easeOutQuint: easeOutQuint, easeInOutQuint: easeInOutQuint, easeInSine: easeInSine, easeOutSine: easeOutSine, easeInOutSine: easeInOutSine, easeInExpo: easeInExpo, easeOutExpo: easeOutExpo, easeInOutExpo: easeInOutExpo, easeInCirc: easeInCirc, easeOutCirc: easeOutCirc, easeInOutCirc: easeInOutCirc, easeInElastic: easeInElastic, easeOutElastic: easeOutElastic, easeInOutElastic: easeInOutElastic, easeInBack: easeInBack, easeOutBack: easeOutBack, easeInOutBack: easeInOutBack, easeInBounce: easeInBounce, easeOutBounce: easeOutBounce, easeInOutBounce: easeInOutBounce }; })(); (function(global) { 'use strict'; /** * @name fabric * @namespace */ var fabric = global.fabric || (global.fabric = { }), extend = fabric.util.object.extend, clone = fabric.util.object.clone, toFixed = fabric.util.toFixed, parseUnit = fabric.util.parseUnit, multiplyTransformMatrices = fabric.util.multiplyTransformMatrices, svgValidTagNames = ['path', 'circle', 'polygon', 'polyline', 'ellipse', 'rect', 'line', 'image', 'text'], svgViewBoxElements = ['symbol', 'image', 'marker', 'pattern', 'view', 'svg'], svgInvalidAncestors = ['pattern', 'defs', 'symbol', 'metadata', 'clipPath', 'mask', 'desc'], svgValidParents = ['symbol', 'g', 'a', 'svg', 'clipPath', 'defs'], attributesMap = { cx: 'left', x: 'left', r: 'radius', cy: 'top', y: 'top', display: 'visible', visibility: 'visible', transform: 'transformMatrix', 'fill-opacity': 'fillOpacity', 'fill-rule': 'fillRule', 'font-family': 'fontFamily', 'font-size': 'fontSize', 'font-style': 'fontStyle', 'font-weight': 'fontWeight', 'letter-spacing': 'charSpacing', 'paint-order': 'paintFirst', 'stroke-dasharray': 'strokeDashArray', 'stroke-dashoffset': 'strokeDashOffset', 'stroke-linecap': 'strokeLineCap', 'stroke-linejoin': 'strokeLineJoin', 'stroke-miterlimit': 'strokeMiterLimit', 'stroke-opacity': 'strokeOpacity', 'stroke-width': 'strokeWidth', 'text-decoration': 'textDecoration', 'text-anchor': 'textAnchor', opacity: 'opacity', 'clip-path': 'clipPath', 'clip-rule': 'clipRule', 'vector-effect': 'strokeUniform', 'image-rendering': 'imageSmoothing', }, colorAttributes = { stroke: 'strokeOpacity', fill: 'fillOpacity' }, fSize = 'font-size', cPath = 'clip-path'; fabric.svgValidTagNamesRegEx = getSvgRegex(svgValidTagNames); fabric.svgViewBoxElementsRegEx = getSvgRegex(svgViewBoxElements); fabric.svgInvalidAncestorsRegEx = getSvgRegex(svgInvalidAncestors); fabric.svgValidParentsRegEx = getSvgRegex(svgValidParents); fabric.cssRules = { }; fabric.gradientDefs = { }; fabric.clipPaths = { }; function normalizeAttr(attr) { // transform attribute names if (attr in attributesMap) { return attributesMap[attr]; } return attr; } function normalizeValue(attr, value, parentAttributes, fontSize) { var isArray = Array.isArray(value), parsed; if ((attr === 'fill' || attr === 'stroke') && value === 'none') { value = ''; } else if (attr === 'strokeUniform') { return (value === 'non-scaling-stroke'); } else if (attr === 'strokeDashArray') { if (value === 'none') { value = null; } else { value = value.replace(/,/g, ' ').split(/\s+/).map(parseFloat); } } else if (attr === 'transformMatrix') { if (parentAttributes && parentAttributes.transformMatrix) { value = multiplyTransformMatrices( parentAttributes.transformMatrix, fabric.parseTransformAttribute(value)); } else { value = fabric.parseTransformAttribute(value); } } else if (attr === 'visible') { value = value !== 'none' && value !== 'hidden'; // display=none on parent element always takes precedence over child element if (parentAttributes && parentAttributes.visible === false) { value = false; } } else if (attr === 'opacity') { value = parseFloat(value); if (parentAttributes && typeof parentAttributes.opacity !== 'undefined') { value *= parentAttributes.opacity; } } else if (attr === 'textAnchor' /* text-anchor */) { value = value === 'start' ? 'left' : value === 'end' ? 'right' : 'center'; } else if (attr === 'charSpacing') { // parseUnit returns px and we convert it to em parsed = parseUnit(value, fontSize) / fontSize * 1000; } else if (attr === 'paintFirst') { var fillIndex = value.indexOf('fill'); var strokeIndex = value.indexOf('stroke'); var value = 'fill'; if (fillIndex > -1 && strokeIndex > -1 && strokeIndex < fillIndex) { value = 'stroke'; } else if (fillIndex === -1 && strokeIndex > -1) { value = 'stroke'; } } else if (attr === 'href' || attr === 'xlink:href' || attr === 'font') { return value; } else if (attr === 'imageSmoothing') { return (value === 'optimizeQuality'); } else { parsed = isArray ? value.map(parseUnit) : parseUnit(value, fontSize); } return (!isArray && isNaN(parsed) ? value : parsed); } /** * @private */ function getSvgRegex(arr) { return new RegExp('^(' + arr.join('|') + ')\\b', 'i'); } /** * @private * @param {Object} attributes Array of attributes to parse */ function _setStrokeFillOpacity(attributes) { for (var attr in colorAttributes) { if (typeof attributes[colorAttributes[attr]] === 'undefined' || attributes[attr] === '') { continue; } if (typeof attributes[attr] === 'undefined') { if (!fabric.Object.prototype[attr]) { continue; } attributes[attr] = fabric.Object.prototype[attr]; } if (attributes[attr].indexOf('url(') === 0) { continue; } var color = new fabric.Color(attributes[attr]); attributes[attr] = color.setAlpha(toFixed(color.getAlpha() * attributes[colorAttributes[attr]], 2)).toRgba(); } return attributes; } /** * @private */ function _getMultipleNodes(doc, nodeNames) { var nodeName, nodeArray = [], nodeList, i, len; for (i = 0, len = nodeNames.length; i < len; i++) { nodeName = nodeNames[i]; nodeList = doc.getElementsByTagName(nodeName); nodeArray = nodeArray.concat(Array.prototype.slice.call(nodeList)); } return nodeArray; } /** * Parses "transform" attribute, returning an array of values * @static * @function * @memberOf fabric * @param {String} attributeValue String containing attribute value * @return {Array} Array of 6 elements representing transformation matrix */ fabric.parseTransformAttribute = (function() { function rotateMatrix(matrix, args) { var cos = fabric.util.cos(args[0]), sin = fabric.util.sin(args[0]), x = 0, y = 0; if (args.length === 3) { x = args[1]; y = args[2]; } matrix[0] = cos; matrix[1] = sin; matrix[2] = -sin; matrix[3] = cos; matrix[4] = x - (cos * x - sin * y); matrix[5] = y - (sin * x + cos * y); } function scaleMatrix(matrix, args) { var multiplierX = args[0], multiplierY = (args.length === 2) ? args[1] : args[0]; matrix[0] = multiplierX; matrix[3] = multiplierY; } function skewMatrix(matrix, args, pos) { matrix[pos] = Math.tan(fabric.util.degreesToRadians(args[0])); } function translateMatrix(matrix, args) { matrix[4] = args[0]; if (args.length === 2) { matrix[5] = args[1]; } } // identity matrix var iMatrix = fabric.iMatrix, // == begin transform regexp number = fabric.reNum, commaWsp = fabric.commaWsp, skewX = '(?:(skewX)\\s*\\(\\s*(' + number + ')\\s*\\))', skewY = '(?:(skewY)\\s*\\(\\s*(' + number + ')\\s*\\))', rotate = '(?:(rotate)\\s*\\(\\s*(' + number + ')(?:' + commaWsp + '(' + number + ')' + commaWsp + '(' + number + '))?\\s*\\))', scale = '(?:(scale)\\s*\\(\\s*(' + number + ')(?:' + commaWsp + '(' + number + '))?\\s*\\))', translate = '(?:(translate)\\s*\\(\\s*(' + number + ')(?:' + commaWsp + '(' + number + '))?\\s*\\))', matrix = '(?:(matrix)\\s*\\(\\s*' + '(' + number + ')' + commaWsp + '(' + number + ')' + commaWsp + '(' + number + ')' + commaWsp + '(' + number + ')' + commaWsp + '(' + number + ')' + commaWsp + '(' + number + ')' + '\\s*\\))', transform = '(?:' + matrix + '|' + translate + '|' + scale + '|' + rotate + '|' + skewX + '|' + skewY + ')', transforms = '(?:' + transform + '(?:' + commaWsp + '*' + transform + ')*' + ')', transformList = '^\\s*(?:' + transforms + '?)\\s*$', // http://www.w3.org/TR/SVG/coords.html#TransformAttribute reTransformList = new RegExp(transformList), // == end transform regexp reTransform = new RegExp(transform, 'g'); return function(attributeValue) { // start with identity matrix var matrix = iMatrix.concat(), matrices = []; // return if no argument was given or // an argument does not match transform attribute regexp if (!attributeValue || (attributeValue && !reTransformList.test(attributeValue))) { return matrix; } attributeValue.replace(reTransform, function(match) { var m = new RegExp(transform).exec(match).filter(function (match) { // match !== '' && match != null return (!!match); }), operation = m[1], args = m.slice(2).map(parseFloat); switch (operation) { case 'translate': translateMatrix(matrix, args); break; case 'rotate': args[0] = fabric.util.degreesToRadians(args[0]); rotateMatrix(matrix, args); break; case 'scale': scaleMatrix(matrix, args); break; case 'skewX': skewMatrix(matrix, args, 2); break; case 'skewY': skewMatrix(matrix, args, 1); break; case 'matrix': matrix = args; break; } // snapshot current matrix into matrices array matrices.push(matrix.concat()); // reset matrix = iMatrix.concat(); }); var combinedMatrix = matrices[0]; while (matrices.length > 1) { matrices.shift(); combinedMatrix = fabric.util.multiplyTransformMatrices(combinedMatrix, matrices[0]); } return combinedMatrix; }; })(); /** * @private */ function parseStyleString(style, oStyle) { var attr, value; style.replace(/;\s*$/, '').split(';').forEach(function (chunk) { var pair = chunk.split(':'); attr = pair[0].trim().toLowerCase(); value = pair[1].trim(); oStyle[attr] = value; }); } /** * @private */ function parseStyleObject(style, oStyle) { var attr, value; for (var prop in style) { if (typeof style[prop] === 'undefined') { continue; } attr = prop.toLowerCase(); value = style[prop]; oStyle[attr] = value; } } /** * @private */ function getGlobalStylesForElement(element, svgUid) { var styles = { }; for (var rule in fabric.cssRules[svgUid]) { if (elementMatchesRule(element, rule.split(' '))) { for (var property in fabric.cssRules[svgUid][rule]) { styles[property] = fabric.cssRules[svgUid][rule][property]; } } } return styles; } /** * @private */ function elementMatchesRule(element, selectors) { var firstMatching, parentMatching = true; //start from rightmost selector. firstMatching = selectorMatches(element, selectors.pop()); if (firstMatching && selectors.length) { parentMatching = doesSomeParentMatch(element, selectors); } return firstMatching && parentMatching && (selectors.length === 0); } function doesSomeParentMatch(element, selectors) { var selector, parentMatching = true; while (element.parentNode && element.parentNode.nodeType === 1 && selectors.length) { if (parentMatching) { selector = selectors.pop(); } element = element.parentNode; parentMatching = selectorMatches(element, selector); } return selectors.length === 0; } /** * @private */ function selectorMatches(element, selector) { var nodeName = element.nodeName, classNames = element.getAttribute('class'), id = element.getAttribute('id'), matcher, i; // i check if a selector matches slicing away part from it. // if i get empty string i should match matcher = new RegExp('^' + nodeName, 'i'); selector = selector.replace(matcher, ''); if (id && selector.length) { matcher = new RegExp('#' + id + '(?![a-zA-Z\\-]+)', 'i'); selector = selector.replace(matcher, ''); } if (classNames && selector.length) { classNames = classNames.split(' '); for (i = classNames.length; i--;) { matcher = new RegExp('\\.' + classNames[i] + '(?![a-zA-Z\\-]+)', 'i'); selector = selector.replace(matcher, ''); } } return selector.length === 0; } /** * @private * to support IE8 missing getElementById on SVGdocument and on node xmlDOM */ function elementById(doc, id) { var el; doc.getElementById && (el = doc.getElementById(id)); if (el) { return el; } var node, i, len, nodelist = doc.getElementsByTagName('*'); for (i = 0, len = nodelist.length; i < len; i++) { node = nodelist[i]; if (id === node.getAttribute('id')) { return node; } } } /** * @private */ function parseUseDirectives(doc) { var nodelist = _getMultipleNodes(doc, ['use', 'svg:use']), i = 0; while (nodelist.length && i < nodelist.length) { var el = nodelist[i], xlinkAttribute = el.getAttribute('xlink:href') || el.getAttribute('href'); if (xlinkAttribute === null) { return; } var xlink = xlinkAttribute.slice(1), x = el.getAttribute('x') || 0, y = el.getAttribute('y') || 0, el2 = elementById(doc, xlink).cloneNode(true), currentTrans = (el2.getAttribute('transform') || '') + ' translate(' + x + ', ' + y + ')', parentNode, oldLength = nodelist.length, attr, j, attrs, len, namespace = fabric.svgNS; applyViewboxTransform(el2); if (/^svg$/i.test(el2.nodeName)) { var el3 = el2.ownerDocument.createElementNS(namespace, 'g'); for (j = 0, attrs = el2.attributes, len = attrs.length; j < len; j++) { attr = attrs.item(j); el3.setAttributeNS(namespace, attr.nodeName, attr.nodeValue); } // el2.firstChild != null while (el2.firstChild) { el3.appendChild(el2.firstChild); } el2 = el3; } for (j = 0, attrs = el.attributes, len = attrs.length; j < len; j++) { attr = attrs.item(j); if (attr.nodeName === 'x' || attr.nodeName === 'y' || attr.nodeName === 'xlink:href' || attr.nodeName === 'href') { continue; } if (attr.nodeName === 'transform') { currentTrans = attr.nodeValue + ' ' + currentTrans; } else { el2.setAttribute(attr.nodeName, attr.nodeValue); } } el2.setAttribute('transform', currentTrans); el2.setAttribute('instantiated_by_use', '1'); el2.removeAttribute('id'); parentNode = el.parentNode; parentNode.replaceChild(el2, el); // some browsers do not shorten nodelist after replaceChild (IE8) if (nodelist.length === oldLength) { i++; } } } // http://www.w3.org/TR/SVG/coords.html#ViewBoxAttribute // matches, e.g.: +14.56e-12, etc. var reViewBoxAttrValue = new RegExp( '^' + '\\s*(' + fabric.reNum + '+)\\s*,?' + '\\s*(' + fabric.reNum + '+)\\s*,?' + '\\s*(' + fabric.reNum + '+)\\s*,?' + '\\s*(' + fabric.reNum + '+)\\s*' + '$' ); /** * Add a element that envelop all child elements and makes the viewbox transformMatrix descend on all elements */ function applyViewboxTransform(element) { if (!fabric.svgViewBoxElementsRegEx.test(element.nodeName)) { return {}; } var viewBoxAttr = element.getAttribute('viewBox'), scaleX = 1, scaleY = 1, minX = 0, minY = 0, viewBoxWidth, viewBoxHeight, matrix, el, widthAttr = element.getAttribute('width'), heightAttr = element.getAttribute('height'), x = element.getAttribute('x') || 0, y = element.getAttribute('y') || 0, preserveAspectRatio = element.getAttribute('preserveAspectRatio') || '', missingViewBox = (!viewBoxAttr || !(viewBoxAttr = viewBoxAttr.match(reViewBoxAttrValue))), missingDimAttr = (!widthAttr || !heightAttr || widthAttr === '100%' || heightAttr === '100%'), toBeParsed = missingViewBox && missingDimAttr, parsedDim = { }, translateMatrix = '', widthDiff = 0, heightDiff = 0; parsedDim.width = 0; parsedDim.height = 0; parsedDim.toBeParsed = toBeParsed; if (missingViewBox) { if (((x || y) && element.parentNode && element.parentNode.nodeName !== '#document')) { translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') '; matrix = (element.getAttribute('transform') || '') + translateMatrix; element.setAttribute('transform', matrix); element.removeAttribute('x'); element.removeAttribute('y'); } } if (toBeParsed) { return parsedDim; } if (missingViewBox) { parsedDim.width = parseUnit(widthAttr); parsedDim.height = parseUnit(heightAttr); // set a transform for elements that have x y and are inner(only) SVGs return parsedDim; } minX = -parseFloat(viewBoxAttr[1]); minY = -parseFloat(viewBoxAttr[2]); viewBoxWidth = parseFloat(viewBoxAttr[3]); viewBoxHeight = parseFloat(viewBoxAttr[4]); parsedDim.minX = minX; parsedDim.minY = minY; parsedDim.viewBoxWidth = viewBoxWidth; parsedDim.viewBoxHeight = viewBoxHeight; if (!missingDimAttr) { parsedDim.width = parseUnit(widthAttr); parsedDim.height = parseUnit(heightAttr); scaleX = parsedDim.width / viewBoxWidth; scaleY = parsedDim.height / viewBoxHeight; } else { parsedDim.width = viewBoxWidth; parsedDim.height = viewBoxHeight; } // default is to preserve aspect ratio preserveAspectRatio = fabric.util.parsePreserveAspectRatioAttribute(preserveAspectRatio); if (preserveAspectRatio.alignX !== 'none') { //translate all container for the effect of Mid, Min, Max if (preserveAspectRatio.meetOrSlice === 'meet') { scaleY = scaleX = (scaleX > scaleY ? scaleY : scaleX); // calculate additional translation to move the viewbox } if (preserveAspectRatio.meetOrSlice === 'slice') { scaleY = scaleX = (scaleX > scaleY ? scaleX : scaleY); // calculate additional translation to move the viewbox } widthDiff = parsedDim.width - viewBoxWidth * scaleX; heightDiff = parsedDim.height - viewBoxHeight * scaleX; if (preserveAspectRatio.alignX === 'Mid') { widthDiff /= 2; } if (preserveAspectRatio.alignY === 'Mid') { heightDiff /= 2; } if (preserveAspectRatio.alignX === 'Min') { widthDiff = 0; } if (preserveAspectRatio.alignY === 'Min') { heightDiff = 0; } } if (scaleX === 1 && scaleY === 1 && minX === 0 && minY === 0 && x === 0 && y === 0) { return parsedDim; } if ((x || y) && element.parentNode.nodeName !== '#document') { translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') '; } matrix = translateMatrix + ' matrix(' + scaleX + ' 0' + ' 0 ' + scaleY + ' ' + (minX * scaleX + widthDiff) + ' ' + (minY * scaleY + heightDiff) + ') '; // seems unused. // parsedDim.viewboxTransform = fabric.parseTransformAttribute(matrix); if (element.nodeName === 'svg') { el = element.ownerDocument.createElementNS(fabric.svgNS, 'g'); // element.firstChild != null while (element.firstChild) { el.appendChild(element.firstChild); } element.appendChild(el); } else { el = element; el.removeAttribute('x'); el.removeAttribute('y'); matrix = el.getAttribute('transform') + matrix; } el.setAttribute('transform', matrix); return parsedDim; } function hasAncestorWithNodeName(element, nodeName) { while (element && (element = element.parentNode)) { if (element.nodeName && nodeName.test(element.nodeName.replace('svg:', '')) && !element.getAttribute('instantiated_by_use')) { return true; } } return false; } /** * Parses an SVG document, converts it to an array of corresponding fabric.* instances and passes them to a callback * @static * @function * @memberOf fabric * @param {SVGDocument} doc SVG document to parse * @param {Function} callback Callback to call when parsing is finished; * It's being passed an array of elements (parsed from a document). * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created. * @param {Object} [parsingOptions] options for parsing document * @param {String} [parsingOptions.crossOrigin] crossOrigin settings */ fabric.parseSVGDocument = function(doc, callback, reviver, parsingOptions) { if (!doc) { return; } parseUseDirectives(doc); var svgUid = fabric.Object.__uid++, i, len, options = applyViewboxTransform(doc), descendants = fabric.util.toArray(doc.getElementsByTagName('*')); options.crossOrigin = parsingOptions && parsingOptions.crossOrigin; options.svgUid = svgUid; if (descendants.length === 0 && fabric.isLikelyNode) { // we're likely in node, where "o3-xml" library fails to gEBTN("*") // https://github.com/ajaxorg/node-o3-xml/issues/21 descendants = doc.selectNodes('//*[name(.)!="svg"]'); var arr = []; for (i = 0, len = descendants.length; i < len; i++) { arr[i] = descendants[i]; } descendants = arr; } var elements = descendants.filter(function(el) { applyViewboxTransform(el); return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', '')) && !hasAncestorWithNodeName(el, fabric.svgInvalidAncestorsRegEx); // http://www.w3.org/TR/SVG/struct.html#DefsElement }); if (!elements || (elements && !elements.length)) { callback && callback([], {}); return; } var clipPaths = { }; descendants.filter(function(el) { return el.nodeName.replace('svg:', '') === 'clipPath'; }).forEach(function(el) { var id = el.getAttribute('id'); clipPaths[id] = fabric.util.toArray(el.getElementsByTagName('*')).filter(function(el) { return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', '')); }); }); fabric.gradientDefs[svgUid] = fabric.getGradientDefs(doc); fabric.cssRules[svgUid] = fabric.getCSSRules(doc); fabric.clipPaths[svgUid] = clipPaths; // Precedence of rules: style > class > attribute fabric.parseElements(elements, function(instances, elements) { if (callback) { callback(instances, options, elements, descendants); delete fabric.gradientDefs[svgUid]; delete fabric.cssRules[svgUid]; delete fabric.clipPaths[svgUid]; } }, clone(options), reviver, parsingOptions); }; function recursivelyParseGradientsXlink(doc, gradient) { var gradientsAttrs = ['gradientTransform', 'x1', 'x2', 'y1', 'y2', 'gradientUnits', 'cx', 'cy', 'r', 'fx', 'fy'], xlinkAttr = 'xlink:href', xLink = gradient.getAttribute(xlinkAttr).slice(1), referencedGradient = elementById(doc, xLink); if (referencedGradient && referencedGradient.getAttribute(xlinkAttr)) { recursivelyParseGradientsXlink(doc, referencedGradient); } gradientsAttrs.forEach(function(attr) { if (referencedGradient && !gradient.hasAttribute(attr) && referencedGradient.hasAttribute(attr)) { gradient.setAttribute(attr, referencedGradient.getAttribute(attr)); } }); if (!gradient.children.length) { var referenceClone = referencedGradient.cloneNode(true); while (referenceClone.firstChild) { gradient.appendChild(referenceClone.firstChild); } } gradient.removeAttribute(xlinkAttr); } var reFontDeclaration = new RegExp( '(normal|italic)?\\s*(normal|small-caps)?\\s*' + '(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900)?\\s*(' + fabric.reNum + '(?:px|cm|mm|em|pt|pc|in)*)(?:\\/(normal|' + fabric.reNum + '))?\\s+(.*)'); extend(fabric, { /** * Parses a short font declaration, building adding its properties to a style object * @static * @function * @memberOf fabric * @param {String} value font declaration * @param {Object} oStyle definition */ parseFontDeclaration: function(value, oStyle) { var match = value.match(reFontDeclaration); if (!match) { return; } var fontStyle = match[1], // font variant is not used // fontVariant = match[2], fontWeight = match[3], fontSize = match[4], lineHeight = match[5], fontFamily = match[6]; if (fontStyle) { oStyle.fontStyle = fontStyle; } if (fontWeight) { oStyle.fontWeight = isNaN(parseFloat(fontWeight)) ? fontWeight : parseFloat(fontWeight); } if (fontSize) { oStyle.fontSize = parseUnit(fontSize); } if (fontFamily) { oStyle.fontFamily = fontFamily; } if (lineHeight) { oStyle.lineHeight = lineHeight === 'normal' ? 1 : lineHeight; } }, /** * Parses an SVG document, returning all of the gradient declarations found in it * @static * @function * @memberOf fabric * @param {SVGDocument} doc SVG document to parse * @return {Object} Gradient definitions; key corresponds to element id, value -- to gradient definition element */ getGradientDefs: function(doc) { var tagArray = [ 'linearGradient', 'radialGradient', 'svg:linearGradient', 'svg:radialGradient'], elList = _getMultipleNodes(doc, tagArray), el, j = 0, gradientDefs = { }; j = elList.length; while (j--) { el = elList[j]; if (el.getAttribute('xlink:href')) { recursivelyParseGradientsXlink(doc, el); } gradientDefs[el.getAttribute('id')] = el; } return gradientDefs; }, /** * Returns an object of attributes' name/value, given element and an array of attribute names; * Parses parent "g" nodes recursively upwards. * @static * @memberOf fabric * @param {DOMElement} element Element to parse * @param {Array} attributes Array of attributes to parse * @return {Object} object containing parsed attributes' names/values */ parseAttributes: function(element, attributes, svgUid) { if (!element) { return; } var value, parentAttributes = { }, fontSize, parentFontSize; if (typeof svgUid === 'undefined') { svgUid = element.getAttribute('svgUid'); } // if there's a parent container (`g` or `a` or `symbol` node), parse its attributes recursively upwards if (element.parentNode && fabric.svgValidParentsRegEx.test(element.parentNode.nodeName)) { parentAttributes = fabric.parseAttributes(element.parentNode, attributes, svgUid); } var ownAttributes = attributes.reduce(function(memo, attr) { value = element.getAttribute(attr); if (value) { // eslint-disable-line memo[attr] = value; } return memo; }, { }); // add values parsed from style, which take precedence over attributes // (see: http://www.w3.org/TR/SVG/styling.html#UsingPresentationAttributes) var cssAttrs = extend( getGlobalStylesForElement(element, svgUid), fabric.parseStyleAttribute(element) ); ownAttributes = extend( ownAttributes, cssAttrs ); if (cssAttrs[cPath]) { element.setAttribute(cPath, cssAttrs[cPath]); } fontSize = parentFontSize = parentAttributes.fontSize || fabric.Text.DEFAULT_SVG_FONT_SIZE; if (ownAttributes[fSize]) { // looks like the minimum should be 9px when dealing with ems. this is what looks like in browsers. ownAttributes[fSize] = fontSize = parseUnit(ownAttributes[fSize], parentFontSize); } var normalizedAttr, normalizedValue, normalizedStyle = {}; for (var attr in ownAttributes) { normalizedAttr = normalizeAttr(attr); normalizedValue = normalizeValue(normalizedAttr, ownAttributes[attr], parentAttributes, fontSize); normalizedStyle[normalizedAttr] = normalizedValue; } if (normalizedStyle && normalizedStyle.font) { fabric.parseFontDeclaration(normalizedStyle.font, normalizedStyle); } var mergedAttrs = extend(parentAttributes, normalizedStyle); return fabric.svgValidParentsRegEx.test(element.nodeName) ? mergedAttrs : _setStrokeFillOpacity(mergedAttrs); }, /** * Transforms an array of svg elements to corresponding fabric.* instances * @static * @memberOf fabric * @param {Array} elements Array of elements to parse * @param {Function} callback Being passed an array of fabric instances (transformed from SVG elements) * @param {Object} [options] Options object * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created. */ parseElements: function(elements, callback, options, reviver, parsingOptions) { new fabric.ElementsParser(elements, callback, options, reviver, parsingOptions).parse(); }, /** * Parses "style" attribute, retuning an object with values * @static * @memberOf fabric * @param {SVGElement} element Element to parse * @return {Object} Objects with values parsed from style attribute of an element */ parseStyleAttribute: function(element) { var oStyle = { }, style = element.getAttribute('style'); if (!style) { return oStyle; } if (typeof style === 'string') { parseStyleString(style, oStyle); } else { parseStyleObject(style, oStyle); } return oStyle; }, /** * Parses "points" attribute, returning an array of values * @static * @memberOf fabric * @param {String} points points attribute string * @return {Array} array of points */ parsePointsAttribute: function(points) { // points attribute is required and must not be empty if (!points) { return null; } // replace commas with whitespace and remove bookending whitespace points = points.replace(/,/g, ' ').trim(); points = points.split(/\s+/); var parsedPoints = [], i, len; for (i = 0, len = points.length; i < len; i += 2) { parsedPoints.push({ x: parseFloat(points[i]), y: parseFloat(points[i + 1]) }); } // odd number of points is an error // if (parsedPoints.length % 2 !== 0) { // return null; // } return parsedPoints; }, /** * Returns CSS rules for a given SVG document * @static * @function * @memberOf fabric * @param {SVGDocument} doc SVG document to parse * @return {Object} CSS rules of this document */ getCSSRules: function(doc) { var styles = doc.getElementsByTagName('style'), i, len, allRules = { }, rules; // very crude parsing of style contents for (i = 0, len = styles.length; i < len; i++) { var styleContents = styles[i].textContent; // remove comments styleContents = styleContents.replace(/\/\*[\s\S]*?\*\//g, ''); if (styleContents.trim() === '') { continue; } // recovers all the rule in this form `body { style code... }` // rules = styleContents.match(/[^{]*\{[\s\S]*?\}/g); rules = styleContents.split('}'); // remove empty rules. rules = rules.filter(function(rule) { return rule.trim(); }); // at this point we have hopefully an array of rules `body { style code... ` // eslint-disable-next-line no-loop-func rules.forEach(function(rule) { var match = rule.split('{'), ruleObj = { }, declaration = match[1].trim(), propertyValuePairs = declaration.split(';').filter(function(pair) { return pair.trim(); }); for (i = 0, len = propertyValuePairs.length; i < len; i++) { var pair = propertyValuePairs[i].split(':'), property = pair[0].trim(), value = pair[1].trim(); ruleObj[property] = value; } rule = match[0].trim(); rule.split(',').forEach(function(_rule) { _rule = _rule.replace(/^svg/i, '').trim(); if (_rule === '') { return; } if (allRules[_rule]) { fabric.util.object.extend(allRules[_rule], ruleObj); } else { allRules[_rule] = fabric.util.object.clone(ruleObj); } }); }); } return allRules; }, /** * Takes url corresponding to an SVG document, and parses it into a set of fabric objects. * Note that SVG is fetched via XMLHttpRequest, so it needs to conform to SOP (Same Origin Policy) * @memberOf fabric * @param {String} url * @param {Function} callback * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created. * @param {Object} [options] Object containing options for parsing * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources */ loadSVGFromURL: function(url, callback, reviver, options) { url = url.replace(/^\n\s*/, '').trim(); new fabric.util.request(url, { method: 'get', onComplete: onComplete }); function onComplete(r) { var xml = r.responseXML; if (!xml || !xml.documentElement) { callback && callback(null); return false; } fabric.parseSVGDocument(xml.documentElement, function (results, _options, elements, allElements) { callback && callback(results, _options, elements, allElements); }, reviver, options); } }, /** * Takes string corresponding to an SVG document, and parses it into a set of fabric objects * @memberOf fabric * @param {String} string * @param {Function} callback * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created. * @param {Object} [options] Object containing options for parsing * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources */ loadSVGFromString: function(string, callback, reviver, options) { var parser = new fabric.window.DOMParser(), doc = parser.parseFromString(string.trim(), 'text/xml'); fabric.parseSVGDocument(doc.documentElement, function (results, _options, elements, allElements) { callback(results, _options, elements, allElements); }, reviver, options); } }); })(typeof exports !== 'undefined' ? exports : this); fabric.ElementsParser = function(elements, callback, options, reviver, parsingOptions, doc) { this.elements = elements; this.callback = callback; this.options = options; this.reviver = reviver; this.svgUid = (options && options.svgUid) || 0; this.parsingOptions = parsingOptions; this.regexUrl = /^url\(['"]?#([^'"]+)['"]?\)/g; this.doc = doc; }; (function(proto) { proto.parse = function() { this.instances = new Array(this.elements.length); this.numElements = this.elements.length; this.createObjects(); }; proto.createObjects = function() { var _this = this; this.elements.forEach(function(element, i) { element.setAttribute('svgUid', _this.svgUid); _this.createObject(element, i); }); }; proto.findTag = function(el) { return fabric[fabric.util.string.capitalize(el.tagName.replace('svg:', ''))]; }; proto.createObject = function(el, index) { var klass = this.findTag(el); if (klass && klass.fromElement) { try { klass.fromElement(el, this.createCallback(index, el), this.options); } catch (err) { fabric.log(err); } } else { this.checkIfDone(); } }; proto.createCallback = function(index, el) { var _this = this; return function(obj) { var _options; _this.resolveGradient(obj, el, 'fill'); _this.resolveGradient(obj, el, 'stroke'); if (obj instanceof fabric.Image && obj._originalElement) { _options = obj.parsePreserveAspectRatioAttribute(el); } obj._removeTransformMatrix(_options); _this.resolveClipPath(obj, el); _this.reviver && _this.reviver(el, obj); _this.instances[index] = obj; _this.checkIfDone(); }; }; proto.extractPropertyDefinition = function(obj, property, storage) { var value = obj[property], regex = this.regexUrl; if (!regex.test(value)) { return; } regex.lastIndex = 0; var id = regex.exec(value)[1]; regex.lastIndex = 0; return fabric[storage][this.svgUid][id]; }; proto.resolveGradient = function(obj, el, property) { var gradientDef = this.extractPropertyDefinition(obj, property, 'gradientDefs'); if (gradientDef) { var opacityAttr = el.getAttribute(property + '-opacity'); var gradient = fabric.Gradient.fromElement(gradientDef, obj, opacityAttr, this.options); obj.set(property, gradient); } }; proto.createClipPathCallback = function(obj, container) { return function(_newObj) { _newObj._removeTransformMatrix(); _newObj.fillRule = _newObj.clipRule; container.push(_newObj); }; }; proto.resolveClipPath = function(obj, usingElement) { var clipPath = this.extractPropertyDefinition(obj, 'clipPath', 'clipPaths'), element, klass, objTransformInv, container, gTransform, options; if (clipPath) { container = []; objTransformInv = fabric.util.invertTransform(obj.calcTransformMatrix()); // move the clipPath tag as sibling to the real element that is using it var clipPathTag = clipPath[0].parentNode; var clipPathOwner = usingElement; while (clipPathOwner.parentNode && clipPathOwner.getAttribute('clip-path') !== obj.clipPath) { clipPathOwner = clipPathOwner.parentNode; } clipPathOwner.parentNode.appendChild(clipPathTag); for (var i = 0; i < clipPath.length; i++) { element = clipPath[i]; klass = this.findTag(element); klass.fromElement( element, this.createClipPathCallback(obj, container), this.options ); } if (container.length === 1) { clipPath = container[0]; } else { clipPath = new fabric.Group(container); } gTransform = fabric.util.multiplyTransformMatrices( objTransformInv, clipPath.calcTransformMatrix() ); if (clipPath.clipPath) { this.resolveClipPath(clipPath, clipPathOwner); } var options = fabric.util.qrDecompose(gTransform); clipPath.flipX = false; clipPath.flipY = false; clipPath.set('scaleX', options.scaleX); clipPath.set('scaleY', options.scaleY); clipPath.angle = options.angle; clipPath.skewX = options.skewX; clipPath.skewY = 0; clipPath.setPositionByOrigin({ x: options.translateX, y: options.translateY }, 'center', 'center'); obj.clipPath = clipPath; } else { // if clip-path does not resolve to any element, delete the property. delete obj.clipPath; } }; proto.checkIfDone = function() { if (--this.numElements === 0) { this.instances = this.instances.filter(function(el) { // eslint-disable-next-line no-eq-null, eqeqeq return el != null; }); this.callback(this.instances, this.elements); } }; })(fabric.ElementsParser.prototype); (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 https://github.com/mjijackson * @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 https://github.com/mjijackson * @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() { /* _FROM_SVG_START_ */ function getColorStop(el, multiplier) { var style = el.getAttribute('style'), offset = el.getAttribute('offset') || 0, color, colorAlpha, opacity, i; // convert percents to absolute values offset = parseFloat(offset) / (/%$/.test(offset) ? 100 : 1); offset = offset < 0 ? 0 : offset > 1 ? 1 : offset; if (style) { var keyValuePairs = style.split(/\s*;\s*/); if (keyValuePairs[keyValuePairs.length - 1] === '') { keyValuePairs.pop(); } for (i = keyValuePairs.length; i--; ) { var split = keyValuePairs[i].split(/\s*:\s*/), key = split[0].trim(), value = split[1].trim(); if (key === 'stop-color') { color = value; } else if (key === 'stop-opacity') { opacity = value; } } } if (!color) { color = el.getAttribute('stop-color') || 'rgb(0,0,0)'; } if (!opacity) { opacity = el.getAttribute('stop-opacity'); } color = new fabric.Color(color); colorAlpha = color.getAlpha(); opacity = isNaN(parseFloat(opacity)) ? 1 : parseFloat(opacity); opacity *= colorAlpha * multiplier; return { offset: offset, color: color.toRgb(), opacity: opacity }; } function getLinearCoords(el) { return { x1: el.getAttribute('x1') || 0, y1: el.getAttribute('y1') || 0, x2: el.getAttribute('x2') || '100%', y2: el.getAttribute('y2') || 0 }; } function getRadialCoords(el) { return { x1: el.getAttribute('fx') || el.getAttribute('cx') || '50%', y1: el.getAttribute('fy') || el.getAttribute('cy') || '50%', r1: 0, x2: el.getAttribute('cx') || '50%', y2: el.getAttribute('cy') || '50%', r2: el.getAttribute('r') || '50%' }; } /* _FROM_SVG_END_ */ var clone = fabric.util.object.clone; /** * Gradient class * @class fabric.Gradient * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#gradients} * @see {@link fabric.Gradient#initialize} for constructor definition */ fabric.Gradient = fabric.util.createClass(/** @lends fabric.Gradient.prototype */ { /** * Horizontal offset for aligning gradients coming from SVG when outside pathgroups * @type Number * @default 0 */ offsetX: 0, /** * Vertical offset for aligning gradients coming from SVG when outside pathgroups * @type Number * @default 0 */ offsetY: 0, /** * A transform matrix to apply to the gradient before painting. * Imported from svg gradients, is not applied with the current transform in the center. * Before this transform is applied, the origin point is at the top left corner of the object * plus the addition of offsetY and offsetX. * @type Number[] * @default null */ gradientTransform: null, /** * coordinates units for coords. * If `pixels`, the number of coords are in the same unit of width / height. * If set as `percentage` the coords are still a number, but 1 means 100% of width * for the X and 100% of the height for the y. It can be bigger than 1 and negative. * allowed values pixels or percentage. * @type String * @default 'pixels' */ gradientUnits: 'pixels', /** * Gradient type linear or radial * @type String * @default 'pixels' */ type: 'linear', /** * Constructor * @param {Object} options Options object with type, coords, gradientUnits and colorStops * @param {Object} [options.type] gradient type linear or radial * @param {Object} [options.gradientUnits] gradient units * @param {Object} [options.offsetX] SVG import compatibility * @param {Object} [options.offsetY] SVG import compatibility * @param {Object[]} options.colorStops contains the colorstops. * @param {Object} options.coords contains the coords of the gradient * @param {Number} [options.coords.x1] X coordiante of the first point for linear or of the focal point for radial * @param {Number} [options.coords.y1] Y coordiante of the first point for linear or of the focal point for radial * @param {Number} [options.coords.x2] X coordiante of the second point for linear or of the center point for radial * @param {Number} [options.coords.y2] Y coordiante of the second point for linear or of the center point for radial * @param {Number} [options.coords.r1] only for radial gradient, radius of the inner circle * @param {Number} [options.coords.r2] only for radial gradient, radius of the external circle * @return {fabric.Gradient} thisArg */ initialize: function(options) { options || (options = { }); options.coords || (options.coords = { }); var coords, _this = this; // sets everything, then coords and colorstops get sets again Object.keys(options).forEach(function(option) { _this[option] = options[option]; }); if (this.id) { this.id += '_' + fabric.Object.__uid++; } else { this.id = fabric.Object.__uid++; } coords = { x1: options.coords.x1 || 0, y1: options.coords.y1 || 0, x2: options.coords.x2 || 0, y2: options.coords.y2 || 0 }; if (this.type === 'radial') { coords.r1 = options.coords.r1 || 0; coords.r2 = options.coords.r2 || 0; } this.coords = coords; this.colorStops = options.colorStops.slice(); }, /** * Adds another colorStop * @param {Object} colorStop Object with offset and color * @return {fabric.Gradient} thisArg */ addColorStop: function(colorStops) { for (var position in colorStops) { var color = new fabric.Color(colorStops[position]); this.colorStops.push({ offset: parseFloat(position), color: color.toRgb(), opacity: color.getAlpha() }); } return this; }, /** * Returns object representation of a gradient * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output * @return {Object} */ toObject: function(propertiesToInclude) { var object = { type: this.type, coords: this.coords, colorStops: this.colorStops, offsetX: this.offsetX, offsetY: this.offsetY, gradientUnits: this.gradientUnits, gradientTransform: this.gradientTransform ? this.gradientTransform.concat() : this.gradientTransform }; fabric.util.populateWithProperties(this, object, propertiesToInclude); return object; }, /* _TO_SVG_START_ */ /** * Returns SVG representation of an gradient * @param {Object} object Object to create a gradient for * @return {String} SVG representation of an gradient (linear/radial) */ toSVG: function(object, options) { var coords = clone(this.coords, true), i, len, options = options || {}, markup, commonAttributes, colorStops = clone(this.colorStops, true), needsSwap = coords.r1 > coords.r2, transform = this.gradientTransform ? this.gradientTransform.concat() : fabric.iMatrix.concat(), offsetX = -this.offsetX, offsetY = -this.offsetY, withViewport = !!options.additionalTransform, gradientUnits = this.gradientUnits === 'pixels' ? 'userSpaceOnUse' : 'objectBoundingBox'; // colorStops must be sorted ascending colorStops.sort(function(a, b) { return a.offset - b.offset; }); if (gradientUnits === 'objectBoundingBox') { offsetX /= object.width; offsetY /= object.height; } else { offsetX += object.width / 2; offsetY += object.height / 2; } if (object.type === 'path' && this.gradientUnits !== 'percentage') { offsetX -= object.pathOffset.x; offsetY -= object.pathOffset.y; } transform[4] -= offsetX; transform[5] -= offsetY; commonAttributes = 'id="SVGID_' + this.id + '" gradientUnits="' + gradientUnits + '"'; commonAttributes += ' gradientTransform="' + (withViewport ? options.additionalTransform + ' ' : '') + fabric.util.matrixToSVG(transform) + '" '; if (this.type === 'linear') { markup = [ '\n' ]; } else if (this.type === 'radial') { // svg radial gradient has just 1 radius. the biggest. markup = [ '\n' ]; } if (this.type === 'radial') { if (needsSwap) { // svg goes from internal to external radius. if radius are inverted, swap color stops. colorStops = colorStops.concat(); colorStops.reverse(); for (i = 0, len = colorStops.length; i < len; i++) { colorStops[i].offset = 1 - colorStops[i].offset; } } var minRadius = Math.min(coords.r1, coords.r2); if (minRadius > 0) { // i have to shift all colorStops and add new one in 0. var maxRadius = Math.max(coords.r1, coords.r2), percentageShift = minRadius / maxRadius; for (i = 0, len = colorStops.length; i < len; i++) { colorStops[i].offset += percentageShift * (1 - colorStops[i].offset); } } } for (i = 0, len = colorStops.length; i < len; i++) { var colorStop = colorStops[i]; markup.push( '\n' ); } markup.push((this.type === 'linear' ? '\n' : '\n')); return markup.join(''); }, /* _TO_SVG_END_ */ /** * Returns an instance of CanvasGradient * @param {CanvasRenderingContext2D} ctx Context to render on * @return {CanvasGradient} */ toLive: function(ctx) { var gradient, coords = fabric.util.object.clone(this.coords), i, len; if (!this.type) { return; } if (this.type === 'linear') { gradient = ctx.createLinearGradient( coords.x1, coords.y1, coords.x2, coords.y2); } else if (this.type === 'radial') { gradient = ctx.createRadialGradient( coords.x1, coords.y1, coords.r1, coords.x2, coords.y2, coords.r2); } for (i = 0, len = this.colorStops.length; i < len; i++) { var color = this.colorStops[i].color, opacity = this.colorStops[i].opacity, offset = this.colorStops[i].offset; if (typeof opacity !== 'undefined') { color = new fabric.Color(color).setAlpha(opacity).toRgba(); } gradient.addColorStop(offset, color); } return gradient; } }); fabric.util.object.extend(fabric.Gradient, { /* _FROM_SVG_START_ */ /** * Returns {@link fabric.Gradient} instance from an SVG element * @static * @memberOf fabric.Gradient * @param {SVGGradientElement} el SVG gradient element * @param {fabric.Object} instance * @param {String} opacityAttr A fill-opacity or stroke-opacity attribute to multiply to each stop's opacity. * @param {Object} svgOptions an object containing the size of the SVG in order to parse correctly gradients * that uses gradientUnits as 'userSpaceOnUse' and percentages. * @param {Object.number} viewBoxWidth width part of the viewBox attribute on svg * @param {Object.number} viewBoxHeight height part of the viewBox attribute on svg * @param {Object.number} width width part of the svg tag if viewBox is not specified * @param {Object.number} height height part of the svg tag if viewBox is not specified * @return {fabric.Gradient} Gradient instance * @see http://www.w3.org/TR/SVG/pservers.html#LinearGradientElement * @see http://www.w3.org/TR/SVG/pservers.html#RadialGradientElement */ fromElement: function(el, instance, opacityAttr, svgOptions) { /** * @example: * * * * * * * OR * * * * * * * OR * * * * * * * * OR * * * * * * * */ var multiplier = parseFloat(opacityAttr) / (/%$/.test(opacityAttr) ? 100 : 1); multiplier = multiplier < 0 ? 0 : multiplier > 1 ? 1 : multiplier; if (isNaN(multiplier)) { multiplier = 1; } var colorStopEls = el.getElementsByTagName('stop'), type, gradientUnits = el.getAttribute('gradientUnits') === 'userSpaceOnUse' ? 'pixels' : 'percentage', gradientTransform = el.getAttribute('gradientTransform') || '', colorStops = [], coords, i, offsetX = 0, offsetY = 0, transformMatrix; if (el.nodeName === 'linearGradient' || el.nodeName === 'LINEARGRADIENT') { type = 'linear'; coords = getLinearCoords(el); } else { type = 'radial'; coords = getRadialCoords(el); } for (i = colorStopEls.length; i--; ) { colorStops.push(getColorStop(colorStopEls[i], multiplier)); } transformMatrix = fabric.parseTransformAttribute(gradientTransform); __convertPercentUnitsToValues(instance, coords, svgOptions, gradientUnits); if (gradientUnits === 'pixels') { offsetX = -instance.left; offsetY = -instance.top; } var gradient = new fabric.Gradient({ id: el.getAttribute('id'), type: type, coords: coords, colorStops: colorStops, gradientUnits: gradientUnits, gradientTransform: transformMatrix, offsetX: offsetX, offsetY: offsetY, }); return gradient; } /* _FROM_SVG_END_ */ }); /** * @private */ function __convertPercentUnitsToValues(instance, options, svgOptions, gradientUnits) { var propValue, finalValue; Object.keys(options).forEach(function(prop) { propValue = options[prop]; if (propValue === 'Infinity') { finalValue = 1; } else if (propValue === '-Infinity') { finalValue = 0; } else { finalValue = parseFloat(options[prop], 10); if (typeof propValue === 'string' && /^(\d+\.\d+)%|(\d+)%$/.test(propValue)) { finalValue *= 0.01; if (gradientUnits === 'pixels') { // then we need to fix those percentages here in svg parsing if (prop === 'x1' || prop === 'x2' || prop === 'r2') { finalValue *= svgOptions.viewBoxWidth || svgOptions.width; } if (prop === 'y1' || prop === 'y2') { finalValue *= svgOptions.viewBoxHeight || svgOptions.height; } } } } options[prop] = finalValue; }); } })(); (function() { 'use strict'; var toFixed = fabric.util.toFixed; /** * Pattern class * @class fabric.Pattern * @see {@link http://fabricjs.com/patterns|Pattern demo} * @see {@link http://fabricjs.com/dynamic-patterns|DynamicPattern demo} * @see {@link fabric.Pattern#initialize} for constructor definition */ fabric.Pattern = fabric.util.createClass(/** @lends fabric.Pattern.prototype */ { /** * Repeat property of a pattern (one of repeat, repeat-x, repeat-y or no-repeat) * @type String * @default */ repeat: 'repeat', /** * Pattern horizontal offset from object's left/top corner * @type Number * @default */ offsetX: 0, /** * Pattern vertical offset from object's left/top corner * @type Number * @default */ offsetY: 0, /** * crossOrigin value (one of "", "anonymous", "use-credentials") * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes * @type String * @default */ crossOrigin: '', /** * transform matrix to change the pattern, imported from svgs. * @type Array * @default */ patternTransform: null, /** * Constructor * @param {Object} [options] Options object * @param {Function} [callback] function to invoke after callback init. * @return {fabric.Pattern} thisArg */ initialize: function(options, callback) { options || (options = { }); this.id = fabric.Object.__uid++; this.setOptions(options); if (!options.source || (options.source && typeof options.source !== 'string')) { callback && callback(this); return; } else { // img src string var _this = this; this.source = fabric.util.createImage(); fabric.util.loadImage(options.source, function(img, isError) { _this.source = img; callback && callback(_this, isError); }, null, this.crossOrigin); } }, /** * Returns object representation of a pattern * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output * @return {Object} Object representation of a pattern instance */ toObject: function(propertiesToInclude) { var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS, source, object; // element if (typeof this.source.src === 'string') { source = this.source.src; } // element else if (typeof this.source === 'object' && this.source.toDataURL) { source = this.source.toDataURL(); } object = { type: 'pattern', source: source, repeat: this.repeat, crossOrigin: this.crossOrigin, offsetX: toFixed(this.offsetX, NUM_FRACTION_DIGITS), offsetY: toFixed(this.offsetY, NUM_FRACTION_DIGITS), patternTransform: this.patternTransform ? this.patternTransform.concat() : null }; fabric.util.populateWithProperties(this, object, propertiesToInclude); return object; }, /* _TO_SVG_START_ */ /** * Returns SVG representation of a pattern * @param {fabric.Object} object * @return {String} SVG representation of a pattern */ toSVG: function(object) { var patternSource = typeof this.source === 'function' ? this.source() : this.source, patternWidth = patternSource.width / object.width, patternHeight = patternSource.height / object.height, patternOffsetX = this.offsetX / object.width, patternOffsetY = this.offsetY / object.height, patternImgSrc = ''; if (this.repeat === 'repeat-x' || this.repeat === 'no-repeat') { patternHeight = 1; if (patternOffsetY) { patternHeight += Math.abs(patternOffsetY); } } if (this.repeat === 'repeat-y' || this.repeat === 'no-repeat') { patternWidth = 1; if (patternOffsetX) { patternWidth += Math.abs(patternOffsetX); } } if (patternSource.src) { patternImgSrc = patternSource.src; } else if (patternSource.toDataURL) { patternImgSrc = patternSource.toDataURL(); } return '\n' + '\n' + '\n'; }, /* _TO_SVG_END_ */ setOptions: function(options) { for (var prop in options) { this[prop] = options[prop]; } }, /** * Returns an instance of CanvasPattern * @param {CanvasRenderingContext2D} ctx Context to create pattern * @return {CanvasPattern} */ toLive: function(ctx) { var source = this.source; // if the image failed to load, return, and allow rest to continue loading if (!source) { return ''; } // if an image if (typeof source.src !== 'undefined') { if (!source.complete) { return ''; } if (source.naturalWidth === 0 || source.naturalHeight === 0) { return ''; } } return ctx.createPattern(source, this.repeat); } }); })(); (function(global) { 'use strict'; var fabric = global.fabric || (global.fabric = { }), toFixed = fabric.util.toFixed; if (fabric.Shadow) { fabric.warn('fabric.Shadow is already defined.'); return; } /** * Shadow class * @class fabric.Shadow * @see {@link http://fabricjs.com/shadows|Shadow demo} * @see {@link fabric.Shadow#initialize} for constructor definition */ fabric.Shadow = fabric.util.createClass(/** @lends fabric.Shadow.prototype */ { /** * Shadow color * @type String * @default */ color: 'rgb(0,0,0)', /** * Shadow blur * @type Number */ blur: 0, /** * Shadow horizontal offset * @type Number * @default */ offsetX: 0, /** * Shadow vertical offset * @type Number * @default */ offsetY: 0, /** * Whether the shadow should affect stroke operations * @type Boolean * @default */ affectStroke: false, /** * Indicates whether toObject should include default values * @type Boolean * @default */ includeDefaultValues: true, /** * When `false`, the shadow will scale with the object. * When `true`, the shadow's offsetX, offsetY, and blur will not be affected by the object's scale. * default to false * @type Boolean * @default */ nonScaling: false, /** * Constructor * @param {Object|String} [options] Options object with any of color, blur, offsetX, offsetY properties or string (e.g. "rgba(0,0,0,0.2) 2px 2px 10px") * @return {fabric.Shadow} thisArg */ initialize: function(options) { if (typeof options === 'string') { options = this._parseShadow(options); } for (var prop in options) { this[prop] = options[prop]; } this.id = fabric.Object.__uid++; }, /** * @private * @param {String} shadow Shadow value to parse * @return {Object} Shadow object with color, offsetX, offsetY and blur */ _parseShadow: function(shadow) { var shadowStr = shadow.trim(), offsetsAndBlur = fabric.Shadow.reOffsetsAndBlur.exec(shadowStr) || [], color = shadowStr.replace(fabric.Shadow.reOffsetsAndBlur, '') || 'rgb(0,0,0)'; return { color: color.trim(), offsetX: parseFloat(offsetsAndBlur[1], 10) || 0, offsetY: parseFloat(offsetsAndBlur[2], 10) || 0, blur: parseFloat(offsetsAndBlur[3], 10) || 0 }; }, /** * Returns a string representation of an instance * @see http://www.w3.org/TR/css-text-decor-3/#text-shadow * @return {String} Returns CSS3 text-shadow declaration */ toString: function() { return [this.offsetX, this.offsetY, this.blur, this.color].join('px '); }, /* _TO_SVG_START_ */ /** * Returns SVG representation of a shadow * @param {fabric.Object} object * @return {String} SVG representation of a shadow */ toSVG: function(object) { var fBoxX = 40, fBoxY = 40, NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS, offset = fabric.util.rotateVector( { x: this.offsetX, y: this.offsetY }, fabric.util.degreesToRadians(-object.angle)), BLUR_BOX = 20, color = new fabric.Color(this.color); if (object.width && object.height) { //http://www.w3.org/TR/SVG/filters.html#FilterEffectsRegion // we add some extra space to filter box to contain the blur ( 20 ) fBoxX = toFixed((Math.abs(offset.x) + this.blur) / object.width, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX; fBoxY = toFixed((Math.abs(offset.y) + this.blur) / object.height, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX; } if (object.flipX) { offset.x *= -1; } if (object.flipY) { offset.y *= -1; } return ( '\n' + '\t\n' + '\t\n' + '\t\n' + '\t\n' + '\t\n' + '\t\t\n' + '\t\t\n' + '\t\n' + '\n'); }, /* _TO_SVG_END_ */ /** * Returns object representation of a shadow * @return {Object} Object representation of a shadow instance */ toObject: function() { if (this.includeDefaultValues) { return { color: this.color, blur: this.blur, offsetX: this.offsetX, offsetY: this.offsetY, affectStroke: this.affectStroke, nonScaling: this.nonScaling }; } var obj = { }, proto = fabric.Shadow.prototype; ['color', 'blur', 'offsetX', 'offsetY', 'affectStroke', 'nonScaling'].forEach(function(prop) { if (this[prop] !== proto[prop]) { obj[prop] = this[prop]; } }, this); return obj; } }); /** * Regex matching shadow offsetX, offsetY and blur (ex: "2px 2px 10px rgba(0,0,0,0.2)", "rgb(0,255,0) 2px 2px") * @static * @field * @memberOf fabric.Shadow */ // eslint-disable-next-line max-len fabric.Shadow.reOffsetsAndBlur = /(?:\s|^)(-?\d+(?:\.\d*)?(?:px)?(?:\s?|$))?(-?\d+(?:\.\d*)?(?:px)?(?:\s?|$))?(\d+(?:\.\d*)?(?:px)?)?(?:\s?|$)(?:$|\s)/; })(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 <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 Default transform * canvas.viewportTransform = [1, 0, 0, 1, 0, 0]; * @example Scale by 70% and translate toward bottom-right by 50, without skewing * 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 <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 Normal overlayImage with left/top = 0 * 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 overlayImage with different properties * 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 Stretched overlayImage #1 - width/height correspond to canvas width/height * 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 Stretched overlayImage #2 - width/height correspond to canvas width/height * 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 overlayImage loaded from cross-origin * 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 Normal backgroundImage with left/top = 0 * 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 backgroundImage with different properties * 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 Stretched backgroundImage #1 - width/height correspond to canvas width/height * 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 Stretched backgroundImage #2 - width/height correspond to canvas width/height * 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 backgroundImage loaded from cross-origin * 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 Normal overlayColor - color value * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas)); * @example fabric.Pattern used as overlayColor * canvas.setOverlayColor({ * source: 'http://fabricjs.com/assets/escheresque_ste.png' * }, canvas.renderAll.bind(canvas)); * @example fabric.Pattern used as overlayColor with repeat and offset * 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 Normal backgroundColor - color value * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas)); * @example fabric.Pattern used as backgroundColor * canvas.setBackgroundColor({ * source: 'http://fabricjs.com/assets/escheresque_ste.png' * }, canvas.renderAll.bind(canvas)); * @example fabric.Pattern used as backgroundColor with repeat and offset * 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 <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; }, /* _TO_SVG_START_ */ /** * When true, getSvgTransform() will apply the StaticCanvas.viewportTransform to the SVG transformation. When true, * a zoomed canvas will then produce zoomed SVG output. * @type Boolean * @default */ svgViewportTransformation: true, /** * Returns SVG representation of canvas * @function * @param {Object} [options] Options object for SVG output * @param {Boolean} [options.suppressPreamble=false] If true xml tag is not included * @param {Object} [options.viewBox] SVG viewbox object * @param {Number} [options.viewBox.x] x-coordinate of viewbox * @param {Number} [options.viewBox.y] y-coordinate of viewbox * @param {Number} [options.viewBox.width] Width of viewbox * @param {Number} [options.viewBox.height] Height of viewbox * @param {String} [options.encoding=UTF-8] Encoding of SVG output * @param {String} [options.width] desired width of svg with or without units * @param {String} [options.height] desired height of svg with or without units * @param {Function} [reviver] Method for further parsing of svg elements, called after each fabric object converted into svg representation. * @return {String} SVG string * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization} * @see {@link http://jsfiddle.net/fabricjs/jQ3ZZ/|jsFiddle demo} * @example Normal SVG output * var svg = canvas.toSVG(); * @example SVG output without preamble (without <?xml ../>) * var svg = canvas.toSVG({suppressPreamble: true}); * @example SVG output with viewBox attribute * var svg = canvas.toSVG({ * viewBox: { * x: 100, * y: 100, * width: 200, * height: 300 * } * }); * @example SVG output with different encoding (default: UTF-8) * var svg = canvas.toSVG({encoding: 'ISO-8859-1'}); * @example Modify SVG output with reviver function * var svg = canvas.toSVG(null, function(svg) { * return svg.replace('stroke-dasharray: ; stroke-linecap: butt; stroke-linejoin: miter; stroke-miterlimit: 10; ', ''); * }); */ toSVG: function(options, reviver) { options || (options = { }); options.reviver = reviver; var markup = []; this._setSVGPreamble(markup, options); this._setSVGHeader(markup, options); if (this.clipPath) { markup.push('\n'); } this._setSVGBgOverlayColor(markup, 'background'); this._setSVGBgOverlayImage(markup, 'backgroundImage', reviver); this._setSVGObjects(markup, reviver); if (this.clipPath) { markup.push('\n'); } this._setSVGBgOverlayColor(markup, 'overlay'); this._setSVGBgOverlayImage(markup, 'overlayImage', reviver); markup.push(''); return markup.join(''); }, /** * @private */ _setSVGPreamble: function(markup, options) { if (options.suppressPreamble) { return; } markup.push( '\n', '\n' ); }, /** * @private */ _setSVGHeader: function(markup, options) { var width = options.width || this.width, height = options.height || this.height, vpt, viewBox = 'viewBox="0 0 ' + this.width + ' ' + this.height + '" ', NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS; if (options.viewBox) { viewBox = 'viewBox="' + options.viewBox.x + ' ' + options.viewBox.y + ' ' + options.viewBox.width + ' ' + options.viewBox.height + '" '; } else { if (this.svgViewportTransformation) { vpt = this.viewportTransform; viewBox = 'viewBox="' + toFixed(-vpt[4] / vpt[0], NUM_FRACTION_DIGITS) + ' ' + toFixed(-vpt[5] / vpt[3], NUM_FRACTION_DIGITS) + ' ' + toFixed(this.width / vpt[0], NUM_FRACTION_DIGITS) + ' ' + toFixed(this.height / vpt[3], NUM_FRACTION_DIGITS) + '" '; } } markup.push( '\n', 'Created with Fabric.js ', fabric.version, '\n', '\n', this.createSVGFontFacesMarkup(), this.createSVGRefElementsMarkup(), this.createSVGClipPathMarkup(options), '\n' ); }, createSVGClipPathMarkup: function(options) { var clipPath = this.clipPath; if (clipPath) { clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++; return '\n' + this.clipPath.toClipPathSVG(options.reviver) + '\n'; } return ''; }, /** * Creates markup containing SVG referenced elements like patterns, gradients etc. * @return {String} */ createSVGRefElementsMarkup: function() { var _this = this, markup = ['background', 'overlay'].map(function(prop) { var fill = _this[prop + 'Color']; if (fill && fill.toLive) { var shouldTransform = _this[prop + 'Vpt'], vpt = _this.viewportTransform, object = { width: _this.width / (shouldTransform ? vpt[0] : 1), height: _this.height / (shouldTransform ? vpt[3] : 1) }; return fill.toSVG( object, { additionalTransform: shouldTransform ? fabric.util.matrixToSVG(vpt) : '' } ); } }); return markup.join(''); }, /** * Creates markup containing SVG font faces, * font URLs for font faces must be collected by developers * and are not extracted from the DOM by fabricjs * @param {Array} objects Array of fabric objects * @return {String} */ createSVGFontFacesMarkup: function() { var markup = '', fontList = { }, obj, fontFamily, style, row, rowIndex, _char, charIndex, i, len, fontPaths = fabric.fontPaths, objects = []; this._objects.forEach(function add(object) { objects.push(object); if (object._objects) { object._objects.forEach(add); } }); for (i = 0, len = objects.length; i < len; i++) { obj = objects[i]; fontFamily = obj.fontFamily; if (obj.type.indexOf('text') === -1 || fontList[fontFamily] || !fontPaths[fontFamily]) { continue; } fontList[fontFamily] = true; if (!obj.styles) { continue; } style = obj.styles; for (rowIndex in style) { row = style[rowIndex]; for (charIndex in row) { _char = row[charIndex]; fontFamily = _char.fontFamily; if (!fontList[fontFamily] && fontPaths[fontFamily]) { fontList[fontFamily] = true; } } } } for (var j in fontList) { markup += [ '\t\t@font-face {\n', '\t\t\tfont-family: \'', j, '\';\n', '\t\t\tsrc: url(\'', fontPaths[j], '\');\n', '\t\t}\n' ].join(''); } if (markup) { markup = [ '\t\n' ].join(''); } return markup; }, /** * @private */ _setSVGObjects: function(markup, reviver) { var instance, i, len, objects = this._objects; for (i = 0, len = objects.length; i < len; i++) { instance = objects[i]; if (instance.excludeFromExport) { continue; } this._setSVGObject(markup, instance, reviver); } }, /** * @private */ _setSVGObject: function(markup, instance, reviver) { markup.push(instance.toSVG(reviver)); }, /** * @private */ _setSVGBgOverlayImage: function(markup, property, reviver) { if (this[property] && !this[property].excludeFromExport && this[property].toSVG) { markup.push(this[property].toSVG(reviver)); } }, /** * @private */ _setSVGBgOverlayColor: function(markup, property) { var filler = this[property + 'Color'], vpt = this.viewportTransform, finalWidth = this.width, finalHeight = this.height; if (!filler) { return; } if (filler.toLive) { var repeat = filler.repeat, iVpt = fabric.util.invertTransform(vpt), shouldInvert = this[property + 'Vpt'], additionalTransform = shouldInvert ? fabric.util.matrixToSVG(iVpt) : ''; markup.push( '\n' ); } else { markup.push( '\n' ); } }, /* _TO_SVG_END_ */ /** * 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 '#'; } }); 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 JSON without additional properties * var json = canvas.toJSON(); * @example JSON with additional properties included * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']); * @example JSON without default values * 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. * Backwards incompatibility note: 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 <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. * Backwards incompatibility note: 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. * Backwards incompatibility note: 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 <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 = []; }, /** * @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 Generate jpeg dataURL with lower quality * var dataURL = canvas.toDataURL({ * format: 'jpeg', * quality: 0.8 * }); * @example Generate cropped png dataURL (clipping of canvas) * var dataURL = canvas.toDataURL({ * format: 'png', * left: 100, * top: 100, * width: 200, * height: 200 * }); * @example Generate double scaled png dataURL * 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 loadFromJSON * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas)); * @example loadFromJSON with reviver * 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. * Backwards incompatibility note: 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. * Backwards incompatibility note: 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 * Backwards incompatibility note: 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 '#'; }, /** * 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 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; } }); /* _TO_SVG_START_ */ (function() { function getSvgColorString(prop, value) { if (!value) { return prop + ': none; '; } else if (value.toLive) { return prop + ': url(#SVGID_' + value.id + '); '; } else { var color = new fabric.Color(value), str = prop + ': ' + color.toRgb() + '; ', opacity = color.getAlpha(); if (opacity !== 1) { //change the color in rgb + opacity str += prop + '-opacity: ' + opacity.toString() + '; '; } return str; } } var toFixed = fabric.util.toFixed; fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ { /** * Returns styles-string for svg-export * @param {Boolean} skipShadow a boolean to skip shadow filter output * @return {String} */ getSvgStyles: function(skipShadow) { var fillRule = this.fillRule ? this.fillRule : 'nonzero', strokeWidth = this.strokeWidth ? this.strokeWidth : '0', strokeDashArray = this.strokeDashArray ? this.strokeDashArray.join(' ') : 'none', strokeDashOffset = this.strokeDashOffset ? this.strokeDashOffset : '0', strokeLineCap = this.strokeLineCap ? this.strokeLineCap : 'butt', strokeLineJoin = this.strokeLineJoin ? this.strokeLineJoin : 'miter', strokeMiterLimit = this.strokeMiterLimit ? this.strokeMiterLimit : '4', opacity = typeof this.opacity !== 'undefined' ? this.opacity : '1', visibility = this.visible ? '' : ' visibility: hidden;', filter = skipShadow ? '' : this.getSvgFilter(), fill = getSvgColorString('fill', this.fill), stroke = getSvgColorString('stroke', this.stroke); return [ stroke, 'stroke-width: ', strokeWidth, '; ', 'stroke-dasharray: ', strokeDashArray, '; ', 'stroke-linecap: ', strokeLineCap, '; ', 'stroke-dashoffset: ', strokeDashOffset, '; ', 'stroke-linejoin: ', strokeLineJoin, '; ', 'stroke-miterlimit: ', strokeMiterLimit, '; ', fill, 'fill-rule: ', fillRule, '; ', 'opacity: ', opacity, ';', filter, visibility ].join(''); }, /** * Returns styles-string for svg-export * @param {Object} style the object from which to retrieve style properties * @param {Boolean} useWhiteSpace a boolean to include an additional attribute in the style. * @return {String} */ getSvgSpanStyles: function(style, useWhiteSpace) { var term = '; '; var fontFamily = style.fontFamily ? 'font-family: ' + (((style.fontFamily.indexOf('\'') === -1 && style.fontFamily.indexOf('"') === -1) ? '\'' + style.fontFamily + '\'' : style.fontFamily)) + term : ''; var strokeWidth = style.strokeWidth ? 'stroke-width: ' + style.strokeWidth + term : '', fontFamily = fontFamily, fontSize = style.fontSize ? 'font-size: ' + style.fontSize + 'px' + term : '', fontStyle = style.fontStyle ? 'font-style: ' + style.fontStyle + term : '', fontWeight = style.fontWeight ? 'font-weight: ' + style.fontWeight + term : '', fill = style.fill ? getSvgColorString('fill', style.fill) : '', stroke = style.stroke ? getSvgColorString('stroke', style.stroke) : '', textDecoration = this.getSvgTextDecoration(style), deltaY = style.deltaY ? 'baseline-shift: ' + (-style.deltaY) + '; ' : ''; if (textDecoration) { textDecoration = 'text-decoration: ' + textDecoration + term; } return [ stroke, strokeWidth, fontFamily, fontSize, fontStyle, fontWeight, textDecoration, fill, deltaY, useWhiteSpace ? 'white-space: pre; ' : '' ].join(''); }, /** * Returns text-decoration property for svg-export * @param {Object} style the object from which to retrieve style properties * @return {String} */ getSvgTextDecoration: function(style) { return ['overline', 'underline', 'line-through'].filter(function(decoration) { return style[decoration.replace('-', '')]; }).join(' '); }, /** * Returns filter for svg shadow * @return {String} */ getSvgFilter: function() { return this.shadow ? 'filter: url(#SVGID_' + this.shadow.id + ');' : ''; }, /** * Returns id attribute for svg output * @return {String} */ getSvgCommons: function() { return [ this.id ? 'id="' + this.id + '" ' : '', this.clipPath ? 'clip-path="url(#' + this.clipPath.clipPathId + ')" ' : '', ].join(''); }, /** * Returns transform-string for svg-export * @param {Boolean} use the full transform or the single object one. * @return {String} */ getSvgTransform: function(full, additionalTransform) { var transform = full ? this.calcTransformMatrix() : this.calcOwnMatrix(), svgTransform = 'transform="' + fabric.util.matrixToSVG(transform); return svgTransform + (additionalTransform || '') + '" '; }, _setSVGBg: function(textBgRects) { if (this.backgroundColor) { var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS; textBgRects.push( '\t\t\n'); } }, /** * Returns svg representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ toSVG: function(reviver) { return this._createBaseSVGMarkup(this._toSVG(reviver), { reviver: reviver }); }, /** * Returns svg clipPath representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ toClipPathSVG: function(reviver) { return '\t' + this._createBaseClipPathSVGMarkup(this._toSVG(reviver), { reviver: reviver }); }, /** * @private */ _createBaseClipPathSVGMarkup: function(objectMarkup, options) { options = options || {}; var reviver = options.reviver, additionalTransform = options.additionalTransform || '', commonPieces = [ this.getSvgTransform(true, additionalTransform), this.getSvgCommons(), ].join(''), // insert commons in the markup, style and svgCommons index = objectMarkup.indexOf('COMMON_PARTS'); objectMarkup[index] = commonPieces; return reviver ? reviver(objectMarkup.join('')) : objectMarkup.join(''); }, /** * @private */ _createBaseSVGMarkup: function(objectMarkup, options) { options = options || {}; var noStyle = options.noStyle, reviver = options.reviver, styleInfo = noStyle ? '' : 'style="' + this.getSvgStyles() + '" ', shadowInfo = options.withShadow ? 'style="' + this.getSvgFilter() + '" ' : '', clipPath = this.clipPath, vectorEffect = this.strokeUniform ? 'vector-effect="non-scaling-stroke" ' : '', absoluteClipPath = clipPath && clipPath.absolutePositioned, stroke = this.stroke, fill = this.fill, shadow = this.shadow, commonPieces, markup = [], clipPathMarkup, // insert commons in the markup, style and svgCommons index = objectMarkup.indexOf('COMMON_PARTS'), additionalTransform = options.additionalTransform; if (clipPath) { clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++; clipPathMarkup = '\n' + clipPath.toClipPathSVG(reviver) + '\n'; } if (absoluteClipPath) { markup.push( '\n' ); } markup.push( '\n' ); commonPieces = [ styleInfo, vectorEffect, noStyle ? '' : this.addPaintOrder(), ' ', additionalTransform ? 'transform="' + additionalTransform + '" ' : '', ].join(''); objectMarkup[index] = commonPieces; if (fill && fill.toLive) { markup.push(fill.toSVG(this)); } if (stroke && stroke.toLive) { markup.push(stroke.toSVG(this)); } if (shadow) { markup.push(shadow.toSVG(this)); } if (clipPath) { markup.push(clipPathMarkup); } markup.push(objectMarkup.join('')); markup.push('\n'); absoluteClipPath && markup.push('\n'); return reviver ? reviver(markup.join('')) : markup.join(''); }, addPaintOrder: function() { return this.paintFirst !== 'fill' ? ' paint-order="' + this.paintFirst + '" ' : ''; } }); })(); /* _TO_SVG_END_ */ (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, clone = fabric.util.object.clone, coordProps = { x1: 1, x2: 1, y1: 1, y2: 1 }; if (fabric.Line) { fabric.warn('fabric.Line is already defined'); return; } /** * Line class * @class fabric.Line * @extends fabric.Object * @see {@link fabric.Line#initialize} for constructor definition */ fabric.Line = fabric.util.createClass(fabric.Object, /** @lends fabric.Line.prototype */ { /** * Type of an object * @type String * @default */ type: 'line', /** * x value or first line edge * @type Number * @default */ x1: 0, /** * y value or first line edge * @type Number * @default */ y1: 0, /** * x value or second line edge * @type Number * @default */ x2: 0, /** * y value or second line edge * @type Number * @default */ y2: 0, cacheProperties: fabric.Object.prototype.cacheProperties.concat('x1', 'x2', 'y1', 'y2'), /** * Constructor * @param {Array} [points] Array of points * @param {Object} [options] Options object * @return {fabric.Line} thisArg */ initialize: function(points, options) { if (!points) { points = [0, 0, 0, 0]; } this.callSuper('initialize', options); this.set('x1', points[0]); this.set('y1', points[1]); this.set('x2', points[2]); this.set('y2', points[3]); this._setWidthHeight(options); }, /** * @private * @param {Object} [options] Options */ _setWidthHeight: function(options) { options || (options = { }); this.width = Math.abs(this.x2 - this.x1); this.height = Math.abs(this.y2 - this.y1); this.left = 'left' in options ? options.left : this._getLeftToOriginX(); this.top = 'top' in options ? options.top : this._getTopToOriginY(); }, /** * @private * @param {String} key * @param {*} value */ _set: function(key, value) { this.callSuper('_set', key, value); if (typeof coordProps[key] !== 'undefined') { this._setWidthHeight(); } return this; }, /** * @private * @return {Number} leftToOriginX Distance from left edge of canvas to originX of Line. */ _getLeftToOriginX: makeEdgeToOriginGetter( { // property names origin: 'originX', axis1: 'x1', axis2: 'x2', dimension: 'width' }, { // possible values of origin nearest: 'left', center: 'center', farthest: 'right' } ), /** * @private * @return {Number} topToOriginY Distance from top edge of canvas to originY of Line. */ _getTopToOriginY: makeEdgeToOriginGetter( { // property names origin: 'originY', axis1: 'y1', axis2: 'y2', dimension: 'height' }, { // possible values of origin nearest: 'top', center: 'center', farthest: 'bottom' } ), /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _render: function(ctx) { ctx.beginPath(); var p = this.calcLinePoints(); ctx.moveTo(p.x1, p.y1); ctx.lineTo(p.x2, p.y2); ctx.lineWidth = this.strokeWidth; // TODO: test this // make sure setting "fill" changes color of a line // (by copying fillStyle to strokeStyle, since line is stroked, not filled) var origStrokeStyle = ctx.strokeStyle; ctx.strokeStyle = this.stroke || ctx.fillStyle; this.stroke && this._renderStroke(ctx); ctx.strokeStyle = origStrokeStyle; }, /** * 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.x1 + this.x2) / 2, y: (this.y1 + this.y2) / 2, }; }, /** * Returns object representation of an instance * @method toObject * @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), this.calcLinePoints()); }, /* * Calculate object dimensions from its properties * @private */ _getNonTransformedDimensions: function() { var dim = this.callSuper('_getNonTransformedDimensions'); if (this.strokeLineCap === 'butt') { if (this.width === 0) { dim.y -= this.strokeWidth; } if (this.height === 0) { dim.x -= this.strokeWidth; } } return dim; }, /** * Recalculates line points given width and height * @private */ calcLinePoints: function() { var xMult = this.x1 <= this.x2 ? -1 : 1, yMult = this.y1 <= this.y2 ? -1 : 1, x1 = (xMult * this.width * 0.5), y1 = (yMult * this.height * 0.5), x2 = (xMult * this.width * -0.5), y2 = (yMult * this.height * -0.5); return { x1: x1, x2: x2, y1: y1, y2: y2 }; }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var p = this.calcLinePoints(); return [ '\n' ]; }, /* _TO_SVG_END_ */ }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by {@link fabric.Line.fromElement}) * @static * @memberOf fabric.Line * @see http://www.w3.org/TR/SVG/shapes.html#LineElement */ fabric.Line.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x1 y1 x2 y2'.split(' ')); /** * Returns fabric.Line instance from an SVG element * @static * @memberOf fabric.Line * @param {SVGElement} element Element to parse * @param {Object} [options] Options object * @param {Function} [callback] callback function invoked after parsing */ fabric.Line.fromElement = function(element, callback, options) { options = options || { }; var parsedAttributes = fabric.parseAttributes(element, fabric.Line.ATTRIBUTE_NAMES), points = [ parsedAttributes.x1 || 0, parsedAttributes.y1 || 0, parsedAttributes.x2 || 0, parsedAttributes.y2 || 0 ]; callback(new fabric.Line(points, extend(parsedAttributes, options))); }; /* _FROM_SVG_END_ */ /** * Returns fabric.Line instance from an object representation * @static * @memberOf fabric.Line * @param {Object} object Object to create an instance from * @param {function} [callback] invoked with new instance as first argument */ fabric.Line.fromObject = function(object, callback) { function _callback(instance) { delete instance.points; callback && callback(instance); }; var options = clone(object, true); options.points = [object.x1, object.y1, object.x2, object.y2]; fabric.Object._fromObject('Line', options, _callback, 'points'); }; /** * Produces a function that calculates distance from canvas edge to Line origin. */ function makeEdgeToOriginGetter(propertyNames, originValues) { var origin = propertyNames.origin, axis1 = propertyNames.axis1, axis2 = propertyNames.axis2, dimension = propertyNames.dimension, nearest = originValues.nearest, center = originValues.center, farthest = originValues.farthest; return function() { switch (this.get(origin)) { case nearest: return Math.min(this.get(axis1), this.get(axis2)); case center: return Math.min(this.get(axis1), this.get(axis2)) + (0.5 * this.get(dimension)); case farthest: return Math.max(this.get(axis1), this.get(axis2)); } }; } })(typeof exports !== 'undefined' ? exports : this); (function(global) { 'use strict'; var fabric = global.fabric || (global.fabric = { }), degreesToRadians = fabric.util.degreesToRadians; if (fabric.Circle) { fabric.warn('fabric.Circle is already defined.'); return; } /** * Circle class * @class fabric.Circle * @extends fabric.Object * @see {@link fabric.Circle#initialize} for constructor definition */ fabric.Circle = fabric.util.createClass(fabric.Object, /** @lends fabric.Circle.prototype */ { /** * Type of an object * @type String * @default */ type: 'circle', /** * Radius of this circle * @type Number * @default */ radius: 0, /** * degrees of start of the circle. * probably will change to degrees in next major version * @type Number 0 - 359 * @default 0 */ startAngle: 0, /** * End angle of the circle * probably will change to degrees in next major version * @type Number 1 - 360 * @default 360 */ endAngle: 360, cacheProperties: fabric.Object.prototype.cacheProperties.concat('radius', 'startAngle', 'endAngle'), /** * @private * @param {String} key * @param {*} value * @return {fabric.Circle} thisArg */ _set: function(key, value) { this.callSuper('_set', key, value); if (key === 'radius') { this.setRadius(value); } return this; }, /** * 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', ['radius', 'startAngle', 'endAngle'].concat(propertiesToInclude)); }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var svgString, x = 0, y = 0, angle = (this.endAngle - this.startAngle) % 360; if (angle === 0) { svgString = [ '\n' ]; } else { var start = degreesToRadians(this.startAngle), end = degreesToRadians(this.endAngle), radius = this.radius, startX = fabric.util.cos(start) * radius, startY = fabric.util.sin(start) * radius, endX = fabric.util.cos(end) * radius, endY = fabric.util.sin(end) * radius, largeFlag = angle > 180 ? '1' : '0'; svgString = [ '\n' ]; } return svgString; }, /* _TO_SVG_END_ */ /** * @private * @param {CanvasRenderingContext2D} ctx context to render on */ _render: function(ctx) { ctx.beginPath(); ctx.arc( 0, 0, this.radius, degreesToRadians(this.startAngle), degreesToRadians(this.endAngle), false ); this._renderPaintInOrder(ctx); }, /** * Returns horizontal radius of an object (according to how an object is scaled) * @return {Number} */ getRadiusX: function() { return this.get('radius') * this.get('scaleX'); }, /** * Returns vertical radius of an object (according to how an object is scaled) * @return {Number} */ getRadiusY: function() { return this.get('radius') * this.get('scaleY'); }, /** * Sets radius of an object (and updates width accordingly) * @return {fabric.Circle} thisArg */ setRadius: function(value) { this.radius = value; return this.set('width', value * 2).set('height', value * 2); }, }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by {@link fabric.Circle.fromElement}) * @static * @memberOf fabric.Circle * @see: http://www.w3.org/TR/SVG/shapes.html#CircleElement */ fabric.Circle.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy r'.split(' ')); /** * Returns {@link fabric.Circle} instance from an SVG element * @static * @memberOf fabric.Circle * @param {SVGElement} element Element to parse * @param {Function} [callback] Options callback invoked after parsing is finished * @param {Object} [options] Options object * @throws {Error} If value of `r` attribute is missing or invalid */ fabric.Circle.fromElement = function(element, callback) { var parsedAttributes = fabric.parseAttributes(element, fabric.Circle.ATTRIBUTE_NAMES); if (!isValidRadius(parsedAttributes)) { throw new Error('value of `r` attribute is required and can not be negative'); } parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.radius; parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.radius; callback(new fabric.Circle(parsedAttributes)); }; /** * @private */ function isValidRadius(attributes) { return (('radius' in attributes) && (attributes.radius >= 0)); } /* _FROM_SVG_END_ */ /** * Returns {@link fabric.Circle} instance from an object representation * @static * @memberOf fabric.Circle * @param {Object} object Object to create an instance from * @param {function} [callback] invoked with new instance as first argument * @return {void} */ fabric.Circle.fromObject = function(object, callback) { fabric.Object._fromObject('Circle', object, callback); }; })(typeof exports !== 'undefined' ? exports : this); (function(global) { 'use strict'; var fabric = global.fabric || (global.fabric = { }); if (fabric.Triangle) { fabric.warn('fabric.Triangle is already defined'); return; } /** * Triangle class * @class fabric.Triangle * @extends fabric.Object * @return {fabric.Triangle} thisArg * @see {@link fabric.Triangle#initialize} for constructor definition */ fabric.Triangle = fabric.util.createClass(fabric.Object, /** @lends fabric.Triangle.prototype */ { /** * Type of an object * @type String * @default */ type: 'triangle', /** * Width is set to 100 to compensate the old initialize code that was setting it to 100 * @type Number * @default */ width: 100, /** * Height is set to 100 to compensate the old initialize code that was setting it to 100 * @type Number * @default */ height: 100, /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _render: function(ctx) { var widthBy2 = this.width / 2, heightBy2 = this.height / 2; ctx.beginPath(); ctx.moveTo(-widthBy2, heightBy2); ctx.lineTo(0, -heightBy2); ctx.lineTo(widthBy2, heightBy2); ctx.closePath(); this._renderPaintInOrder(ctx); }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var widthBy2 = this.width / 2, heightBy2 = this.height / 2, points = [ -widthBy2 + ' ' + heightBy2, '0 ' + -heightBy2, widthBy2 + ' ' + heightBy2 ].join(','); return [ '' ]; }, /* _TO_SVG_END_ */ }); /** * Returns {@link fabric.Triangle} instance from an object representation * @static * @memberOf fabric.Triangle * @param {Object} object Object to create an instance from * @param {function} [callback] invoked with new instance as first argument */ fabric.Triangle.fromObject = function(object, callback) { return fabric.Object._fromObject('Triangle', object, callback); }; })(typeof exports !== 'undefined' ? exports : this); (function(global) { 'use strict'; var fabric = global.fabric || (global.fabric = { }), piBy2 = Math.PI * 2; if (fabric.Ellipse) { fabric.warn('fabric.Ellipse is already defined.'); return; } /** * Ellipse class * @class fabric.Ellipse * @extends fabric.Object * @return {fabric.Ellipse} thisArg * @see {@link fabric.Ellipse#initialize} for constructor definition */ fabric.Ellipse = fabric.util.createClass(fabric.Object, /** @lends fabric.Ellipse.prototype */ { /** * Type of an object * @type String * @default */ type: 'ellipse', /** * Horizontal radius * @type Number * @default */ rx: 0, /** * Vertical radius * @type Number * @default */ ry: 0, cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'), /** * Constructor * @param {Object} [options] Options object * @return {fabric.Ellipse} thisArg */ initialize: function(options) { this.callSuper('initialize', options); this.set('rx', options && options.rx || 0); this.set('ry', options && options.ry || 0); }, /** * @private * @param {String} key * @param {*} value * @return {fabric.Ellipse} thisArg */ _set: function(key, value) { this.callSuper('_set', key, value); switch (key) { case 'rx': this.rx = value; this.set('width', value * 2); break; case 'ry': this.ry = value; this.set('height', value * 2); break; } return this; }, /** * Returns horizontal radius of an object (according to how an object is scaled) * @return {Number} */ getRx: function() { return this.get('rx') * this.get('scaleX'); }, /** * Returns Vertical radius of an object (according to how an object is scaled) * @return {Number} */ getRy: function() { return this.get('ry') * this.get('scaleY'); }, /** * 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)); }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { return [ '\n' ]; }, /* _TO_SVG_END_ */ /** * @private * @param {CanvasRenderingContext2D} ctx context to render on */ _render: function(ctx) { ctx.beginPath(); ctx.save(); ctx.transform(1, 0, 0, this.ry / this.rx, 0, 0); ctx.arc( 0, 0, this.rx, 0, piBy2, false); ctx.restore(); this._renderPaintInOrder(ctx); }, }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by {@link fabric.Ellipse.fromElement}) * @static * @memberOf fabric.Ellipse * @see http://www.w3.org/TR/SVG/shapes.html#EllipseElement */ fabric.Ellipse.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy rx ry'.split(' ')); /** * Returns {@link fabric.Ellipse} instance from an SVG element * @static * @memberOf fabric.Ellipse * @param {SVGElement} element Element to parse * @param {Function} [callback] Options callback invoked after parsing is finished * @return {fabric.Ellipse} */ fabric.Ellipse.fromElement = function(element, callback) { var parsedAttributes = fabric.parseAttributes(element, fabric.Ellipse.ATTRIBUTE_NAMES); parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.rx; parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.ry; callback(new fabric.Ellipse(parsedAttributes)); }; /* _FROM_SVG_END_ */ /** * Returns {@link fabric.Ellipse} instance from an object representation * @static * @memberOf fabric.Ellipse * @param {Object} object Object to create an instance from * @param {function} [callback] invoked with new instance as first argument * @return {void} */ fabric.Ellipse.fromObject = function(object, callback) { fabric.Object._fromObject('Ellipse', object, callback); }; })(typeof exports !== 'undefined' ? exports : this); (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)); }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var x = -this.width / 2, y = -this.height / 2; return [ '\n' ]; }, /* _TO_SVG_END_ */ }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by `fabric.Rect.fromElement`) * @static * @memberOf fabric.Rect * @see: http://www.w3.org/TR/SVG/shapes.html#RectElement */ fabric.Rect.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x y rx ry width height'.split(' ')); /** * Returns {@link fabric.Rect} instance from an SVG element * @static * @memberOf fabric.Rect * @param {SVGElement} element Element to parse * @param {Function} callback callback function invoked after parsing * @param {Object} [options] Options object */ fabric.Rect.fromElement = function(element, callback, options) { if (!element) { return callback(null); } options = options || { }; var parsedAttributes = fabric.parseAttributes(element, fabric.Rect.ATTRIBUTE_NAMES); parsedAttributes.left = parsedAttributes.left || 0; parsedAttributes.top = parsedAttributes.top || 0; parsedAttributes.height = parsedAttributes.height || 0; parsedAttributes.width = parsedAttributes.width || 0; var rect = new fabric.Rect(extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes)); rect.visible = rect.visible && rect.width > 0 && rect.height > 0; callback(rect); }; /* _FROM_SVG_END_ */ /** * 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() }); }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var points = [], diffX = this.pathOffset.x, diffY = this.pathOffset.y, NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS; for (var i = 0, len = this.points.length; i < len; i++) { points.push( toFixed(this.points[i].x - diffX, NUM_FRACTION_DIGITS), ',', toFixed(this.points[i].y - diffY, NUM_FRACTION_DIGITS), ' ' ); } return [ '<' + this.type + ' ', 'COMMON_PARTS', 'points="', points.join(''), '" />\n' ]; }, /* _TO_SVG_END_ */ /** * @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; } }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by {@link fabric.Polyline.fromElement}) * @static * @memberOf fabric.Polyline * @see: http://www.w3.org/TR/SVG/shapes.html#PolylineElement */ fabric.Polyline.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(); /** * Returns fabric.Polyline instance from an SVG element * @static * @memberOf fabric.Polyline * @param {SVGElement} element Element to parser * @param {Function} callback callback function invoked after parsing * @param {Object} [options] Options object */ fabric.Polyline.fromElementGenerator = function(_class) { return function(element, callback, options) { if (!element) { return callback(null); } options || (options = { }); var points = fabric.parsePointsAttribute(element.getAttribute('points')), parsedAttributes = fabric.parseAttributes(element, fabric[_class].ATTRIBUTE_NAMES); parsedAttributes.fromSVG = true; callback(new fabric[_class](points, extend(parsedAttributes, options))); }; }; fabric.Polyline.fromElement = fabric.Polyline.fromElementGenerator('Polyline'); /* _FROM_SVG_END_ */ /** * 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 = {}), projectStrokeOnPoints = fabric.util.projectStrokeOnPoints; if (fabric.Polygon) { fabric.warn('fabric.Polygon is already defined'); return; } /** * Polygon class * @class fabric.Polygon * @extends fabric.Polyline * @see {@link fabric.Polygon#initialize} for constructor definition */ fabric.Polygon = fabric.util.createClass(fabric.Polyline, /** @lends fabric.Polygon.prototype */ { /** * Type of an object * @type String * @default */ type: 'polygon', /** * @private */ _projectStrokeOnPoints: function () { return projectStrokeOnPoints(this.points, this); }, /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _render: function(ctx) { if (!this.commonRender(ctx)) { return; } ctx.closePath(); this._renderPaintInOrder(ctx); }, }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by `fabric.Polygon.fromElement`) * @static * @memberOf fabric.Polygon * @see: http://www.w3.org/TR/SVG/shapes.html#PolygonElement */ fabric.Polygon.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(); /** * Returns {@link fabric.Polygon} instance from an SVG element * @static * @memberOf fabric.Polygon * @param {SVGElement} element Element to parse * @param {Function} callback callback function invoked after parsing * @param {Object} [options] Options object */ fabric.Polygon.fromElement = fabric.Polyline.fromElementGenerator('Polygon'); /* _FROM_SVG_END_ */ /** * Returns fabric.Polygon instance from an object representation * @static * @memberOf fabric.Polygon * @param {Object} object Object to create an instance from * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created * @return {void} */ fabric.Polygon.fromObject = function(object, callback) { fabric.Object._fromObject('Polygon', 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 '#'; }, /** * 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; }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var path = fabric.util.joinPath(this.path); return [ '\n' ]; }, _getOffsetTransform: function() { var digits = fabric.Object.NUM_FRACTION_DIGITS; return ' translate(' + toFixed(-this.pathOffset.x, digits) + ', ' + toFixed(-this.pathOffset.y, digits) + ')'; }, /** * Returns svg clipPath representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ toClipPathSVG: function(reviver) { var additionalTransform = this._getOffsetTransform(); return '\t' + this._createBaseClipPathSVGMarkup( this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform } ); }, /** * Returns svg representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ toSVG: function(reviver) { var additionalTransform = this._getOffsetTransform(); return this._createBaseSVGMarkup(this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform }); }, /* _TO_SVG_END_ */ /** * 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); if (object.clipPath) { fabric.util.enlivenObjects([object.clipPath], function(elivenedObjects) { path.clipPath = elivenedObjects[0]; callback && callback(path); }); } else { callback && callback(path); } }); } else { fabric.Object._fromObject('Path', object, callback, 'path'); } }; /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by `fabric.Path.fromElement`) * @static * @memberOf fabric.Path * @see http://www.w3.org/TR/SVG/paths.html#PathElement */ fabric.Path.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(['d']); /** * Creates an instance of fabric.Path from an SVG element * @static * @memberOf fabric.Path * @param {SVGElement} element to parse * @param {Function} callback Callback to invoke when an fabric.Path instance is created * @param {Object} [options] Options object * @param {Function} [callback] Options callback invoked after parsing is finished */ fabric.Path.fromElement = function(element, callback, options) { var parsedAttributes = fabric.parseAttributes(element, fabric.Path.ATTRIBUTE_NAMES); parsedAttributes.fromSVG = true; callback(new fabric.Path(parsedAttributes.d, extend(parsedAttributes, options))); }; /* _FROM_SVG_END_ */ })(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 '#'; }, /** * 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'); } }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ _toSVG: function(reviver) { var svgString = ['\n']; for (var i = 0, len = this._objects.length; i < len; i++) { svgString.push('\t\t', this._objects[i].toSVG(reviver)); } svgString.push('\n'); return svgString; }, /** * Returns styles-string for svg-export, specific version for group * @return {String} */ getSvgStyles: function() { var opacity = typeof this.opacity !== 'undefined' && this.opacity !== 1 ? 'opacity: ' + this.opacity + ';' : '', visibility = this.visible ? '' : ' visibility: hidden;'; return [ opacity, this.getSvgFilter(), visibility ].join(''); }, /** * Returns svg clipPath representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ toClipPathSVG: function(reviver) { var svgString = []; for (var i = 0, len = this._objects.length; i < len; i++) { svgString.push('\t', this._objects[i].toClipPathSVG(reviver)); } return this._createBaseClipPathSVGMarkup(svgString, { reviver: reviver }); }, /* _TO_SVG_END_ */ }); /** * 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); var clipPath = options.clipPath; delete options.clipPath; group.set(options); if (clipPath) { fabric.util.enlivenObjects([clipPath], function(elivenedObjects) { group.clipPath = elivenedObjects[0]; callback && callback(group); }); } else { callback && callback(group); } }); return; } fabric.util.enlivenObjects(objects, function (enlivenedObjects) { 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 '#'; }, /** * 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; }, /* _TO_SVG_START_ */ /** * Returns svg representation of an instance * @return {Array} an array of strings with the specific svg representation * of the instance */ _toSVG: function() { var svgString = [], imageMarkup = [], strokeSvg, element = this._element, x = -this.width / 2, y = -this.height / 2, clipPath = '', imageRendering = ''; if (!element) { return []; } if (this.hasCrop()) { var clipPathId = fabric.Object.__uid++; svgString.push( '\n', '\t\n', '\n' ); clipPath = ' clip-path="url(#imageCrop_' + clipPathId + ')" '; } if (!this.imageSmoothing) { imageRendering = '" image-rendering="optimizeSpeed'; } imageMarkup.push('\t\n'); if (this.stroke || this.strokeDashArray) { var origFill = this.fill; this.fill = null; strokeSvg = [ '\t\n' ]; this.fill = origFill; } if (this.paintFirst !== 'fill') { svgString = svgString.concat(strokeSvg, imageMarkup); } else { svgString = svgString.concat(imageMarkup, strokeSvg); } return svgString; }, /* _TO_SVG_END_ */ /** * 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 '#'; }, 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); }; /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by {@link fabric.Image.fromElement}) * @static * @see {@link http://www.w3.org/TR/SVG/struct.html#ImageElement} */ fabric.Image.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat( 'x y width height preserveAspectRatio xlink:href crossOrigin image-rendering'.split(' ') ); /** * Returns {@link fabric.Image} instance from an SVG element * @static * @param {SVGElement} element Element to parse * @param {Object} [options] Options object * @param {Function} callback Callback to execute when fabric.Image object is created * @return {fabric.Image} Instance of fabric.Image */ fabric.Image.fromElement = function(element, callback, options) { var parsedAttributes = fabric.parseAttributes(element, fabric.Image.ATTRIBUTE_NAMES); fabric.Image.fromURL(parsedAttributes['xlink:href'], callback, extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes)); }; /* _FROM_SVG_END_ */ })(typeof exports !== 'undefined' ? exports : this); fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ { /** * @private * @return {Number} angle value */ _getAngleValueForStraighten: function() { var angle = this.angle % 360; if (angle > 0) { return Math.round((angle - 1) / 90) * 90; } return Math.round(angle / 90) * 90; }, /** * Straightens an object (rotating it from current angle to one of 0, 90, 180, 270, etc. depending on which is closer) * @return {fabric.Object} thisArg * @chainable */ straighten: function() { return this.rotate(this._getAngleValueForStraighten()); }, /** * Same as {@link fabric.Object.prototype.straighten} but with animation * @param {Object} callbacks Object with callback functions * @param {Function} [callbacks.onComplete] Invoked on completion * @param {Function} [callbacks.onChange] Invoked on every step of animation * @return {fabric.Object} thisArg */ fxStraighten: function(callbacks) { callbacks = callbacks || { }; var empty = function() { }, onComplete = callbacks.onComplete || empty, onChange = callbacks.onChange || empty, _this = this; return fabric.util.animate({ target: this, startValue: this.get('angle'), endValue: this._getAngleValueForStraighten(), duration: this.FX_DURATION, onChange: function(value) { _this.rotate(value); onChange(); }, onComplete: function() { _this.setCoords(); onComplete(); }, }); } }); fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ { /** * Straightens object, then rerenders canvas * @param {fabric.Object} object Object to straighten * @return {fabric.Canvas} thisArg * @chainable */ straightenObject: function (object) { object.straighten(); this.requestRenderAll(); return this; }, /** * Same as {@link fabric.Canvas.prototype.straightenObject}, but animated * @param {fabric.Object} object Object to straighten * @return {fabric.Canvas} thisArg */ fxStraightenObject: function (object) { return object.fxStraighten({ onChange: this.requestRenderAllBound }); } }); (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. * @param {Number} filterType gl.NEAREST or gl.LINEAR usually, webgl numeri constants * @returns {WebGLTexture} */ createTexture: function(gl, width, height, textureImageSource, filterType) { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filterType || gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filterType || 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 Kodachrome filter * 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 html5rocks article * @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 Sharpen filter * 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 Blur filter * 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 Emboss filter * 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 Emboss filter with opaqueness * 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; /** * Vibrance filter class * @class fabric.Image.filters.Vibrance * @memberOf fabric.Image.filters * @extends fabric.Image.filters.BaseFilter * @see {@link fabric.Image.filters.Vibrance#initialize} for constructor definition * @see {@link http://fabricjs.com/image-filters|ImageFilters demo} * @example * var filter = new fabric.Image.filters.Vibrance({ * vibrance: 1 * }); * object.filters.push(filter); * object.applyFilters(); */ filters.Vibrance = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Vibrance.prototype */ { /** * Filter type * @param {String} type * @default */ type: 'Vibrance', fragmentSource: 'precision highp float;\n' + 'uniform sampler2D uTexture;\n' + 'uniform float uVibrance;\n' + 'varying vec2 vTexCoord;\n' + 'void main() {\n' + 'vec4 color = texture2D(uTexture, vTexCoord);\n' + 'float max = max(color.r, max(color.g, color.b));\n' + 'float avg = (color.r + color.g + color.b) / 3.0;\n' + 'float amt = (abs(max - avg) * 2.0) * uVibrance;\n' + 'color.r += max != color.r ? (max - color.r) * amt : 0.00;\n' + 'color.g += max != color.g ? (max - color.g) * amt : 0.00;\n' + 'color.b += max != color.b ? (max - color.b) * amt : 0.00;\n' + 'gl_FragColor = color;\n' + '}', /** * Vibrance value, from -1 to 1. * Increases/decreases the saturation of more muted colors with less effect on saturated colors. * A value of 0 has no effect. * * @param {Number} vibrance * @default */ vibrance: 0, mainParameter: 'vibrance', /** * Constructor * @memberOf fabric.Image.filters.Vibrance.prototype * @param {Object} [options] Options object * @param {Number} [options.vibrance=0] Vibrance value for the image (between -1 and 1) */ /** * Apply the Vibrance 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.vibrance === 0) { return; } var imageData = options.imageData, data = imageData.data, len = data.length, adjust = -this.vibrance, i, max, avg, amt; for (i = 0; i < len; i += 4) { max = Math.max(data[i], data[i + 1], data[i + 2]); avg = (data[i] + data[i + 1] + data[i + 2]) / 3; amt = ((Math.abs(max - avg) * 2 / 255) * adjust); data[i] += max !== data[i] ? (max - data[i]) * amt : 0; data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * amt : 0; data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * amt : 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 { uVibrance: gl.getUniformLocation(program, 'uVibrance'), }; }, /** * 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.uVibrance, -this.vibrance); }, }); /** * 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.Vibrance} Instance of fabric.Image.filters.Vibrance */ fabric.Image.filters.Vibrance.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. * Backwards incompatibility note: This property was named "strokeStyle" until v1.1.6 * @type String * @default */ stroke: null, /** * Shadow object representing shadow of this shape. * Backwards incompatibility note: 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 '#'; }, /** * 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; } }); /* _FROM_SVG_START_ */ /** * List of attribute names to account for when parsing SVG element (used by {@link fabric.Text.fromElement}) * @static * @memberOf fabric.Text * @see: http://www.w3.org/TR/SVG/text.html#TextElement */ fabric.Text.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat( 'x y dx dy font-family font-style font-weight font-size letter-spacing text-decoration text-anchor'.split(' ')); /** * Default SVG font size * @static * @memberOf fabric.Text */ fabric.Text.DEFAULT_SVG_FONT_SIZE = 16; /** * Returns fabric.Text instance from an SVG element (not yet implemented) * @static * @memberOf fabric.Text * @param {SVGElement} element Element to parse * @param {Function} callback callback function invoked after parsing * @param {Object} [options] Options object */ fabric.Text.fromElement = function(element, callback, options) { if (!element) { return callback(null); } var parsedAttributes = fabric.parseAttributes(element, fabric.Text.ATTRIBUTE_NAMES), parsedAnchor = parsedAttributes.textAnchor || 'left'; options = fabric.util.object.extend((options ? clone(options) : { }), parsedAttributes); options.top = options.top || 0; options.left = options.left || 0; if (parsedAttributes.textDecoration) { var textDecoration = parsedAttributes.textDecoration; if (textDecoration.indexOf('underline') !== -1) { options.underline = true; } if (textDecoration.indexOf('overline') !== -1) { options.overline = true; } if (textDecoration.indexOf('line-through') !== -1) { options.linethrough = true; } delete options.textDecoration; } if ('dx' in parsedAttributes) { options.left += parsedAttributes.dx; } if ('dy' in parsedAttributes) { options.top += parsedAttributes.dy; } if (!('fontSize' in options)) { options.fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE; } var textContent = ''; // The XML is not properly parsed in IE9 so a workaround to get // textContent is through firstChild.data. Another workaround would be // to convert XML loaded from a file to be converted using DOMParser (same way loadSVGFromString() does) if (!('textContent' in element)) { if ('firstChild' in element && element.firstChild !== null) { if ('data' in element.firstChild && element.firstChild.data !== null) { textContent = element.firstChild.data; } } } else { textContent = element.textContent; } textContent = textContent.replace(/^\s+|\s+$|\n+/g, '').replace(/\s+/g, ' '); var originalStrokeWidth = options.strokeWidth; options.strokeWidth = 0; var text = new fabric.Text(textContent, options), textHeightScaleFactor = text.getScaledHeight() / text.height, lineHeightDiff = (text.height + text.strokeWidth) * text.lineHeight - text.height, scaledDiff = lineHeightDiff * textHeightScaleFactor, textHeight = text.getScaledHeight() + scaledDiff, offX = 0; /* Adjust positioning: x/y attributes in SVG correspond to the bottom-left corner of text bounding box fabric output by default at top, left. */ if (parsedAnchor === 'center') { offX = text.getScaledWidth() / 2; } if (parsedAnchor === 'right') { offX = text.getScaledWidth(); } text.set({ left: text.left - offX, top: text.top - (textHeight - text.fontSize * (0.07 + text._fontSizeFraction)) / text.lineHeight, strokeWidth: typeof originalStrokeWidth !== 'undefined' ? originalStrokeWidth : 1, }); callback(text); }; /* _FROM_SVG_END_ */ /** * 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() { function parseDecoration(object) { if (object.textDecoration) { object.textDecoration.indexOf('underline') > -1 && (object.underline = true); object.textDecoration.indexOf('line-through') > -1 && (object.linethrough = true); object.textDecoration.indexOf('overline') > -1 && (object.overline = true); delete object.textDecoration; } } /** * IText class (introduced in v1.4) Events are also fired with "text:" * prefix when observing canvas. * @class fabric.IText * @extends fabric.Text * @mixes fabric.Observable * * @fires changed * @fires selection:changed * @fires editing:entered * @fires editing:exited * * @return {fabric.IText} thisArg * @see {@link fabric.IText#initialize} for constructor definition * *

Supported key combinations:

*
   *   Move cursor:                    left, right, up, down
   *   Select character:               shift + left, shift + right
   *   Select text vertically:         shift + up, shift + down
   *   Move cursor by word:            alt + left, alt + right
   *   Select words:                   shift + alt + left, shift + alt + right
   *   Move cursor to line start/end:  cmd + left, cmd + right or home, end
   *   Select till start/end of line:  cmd + shift + left, cmd + shift + right or shift + home, shift + end
   *   Jump to start/end of text:      cmd + up, cmd + down
   *   Select till start/end of text:  cmd + shift + up, cmd + shift + down or shift + pgUp, shift + pgDown
   *   Delete character:               backspace
   *   Delete word:                    alt + backspace
   *   Delete line:                    cmd + backspace
   *   Forward delete:                 delete
   *   Copy text:                      ctrl/cmd + c
   *   Paste text:                     ctrl/cmd + v
   *   Cut text:                       ctrl/cmd + x
   *   Select entire text:             ctrl/cmd + a
   *   Quit editing                    tab or esc
   * 
* *

Supported mouse/touch combination

*
   *   Position cursor:                click/touch
   *   Create selection:               click/touch & drag
   *   Create selection:               click & shift + click
   *   Select word:                    double click
   *   Select line:                    triple click
   * 
*/ fabric.IText = fabric.util.createClass(fabric.Text, fabric.Observable, /** @lends fabric.IText.prototype */ { /** * Type of an object * @type String * @default */ type: 'i-text', /** * Index where text selection starts (or where cursor is when there is no selection) * @type Number * @default */ selectionStart: 0, /** * Index where text selection ends * @type Number * @default */ selectionEnd: 0, /** * Color of text selection * @type String * @default */ selectionColor: 'rgba(17,119,255,0.3)', /** * Indicates whether text is in editing mode * @type Boolean * @default */ isEditing: false, /** * Indicates whether a text can be edited * @type Boolean * @default */ editable: true, /** * Border color of text object while it's in editing mode * @type String * @default */ editingBorderColor: 'rgba(102,153,255,0.25)', /** * Width of cursor (in px) * @type Number * @default */ cursorWidth: 2, /** * Color of text cursor color in editing mode. * if not set (default) will take color from the text. * if set to a color value that fabric can understand, it will * be used instead of the color of the text at the current position. * @type String * @default */ cursorColor: '', /** * Delay between cursor blink (in ms) * @type Number * @default */ cursorDelay: 1000, /** * Duration of cursor fadein (in ms) * @type Number * @default */ cursorDuration: 600, /** * Indicates whether internal text char widths can be cached * @type Boolean * @default */ caching: true, /** * DOM container to append the hiddenTextarea. * An alternative to attaching to the document.body. * Useful to reduce laggish redraw of the full document.body tree and * also with modals event capturing that won't let the textarea take focus. * @type HTMLElement * @default */ hiddenTextareaContainer: null, /** * @private */ _reSpace: /\s|\n/, /** * @private */ _currentCursorOpacity: 0, /** * @private */ _selectionDirection: null, /** * @private */ _abortCursorAnimation: false, /** * @private */ __widthOfSpace: [], /** * Helps determining when the text is in composition, so that the cursor * rendering is altered. */ inCompositionMode: false, /** * Constructor * @param {String} text Text string * @param {Object} [options] Options object * @return {fabric.IText} thisArg */ initialize: function(text, options) { this.callSuper('initialize', text, options); this.initBehavior(); }, /** * Sets selection start (left boundary of a selection) * @param {Number} index Index to set selection start to */ setSelectionStart: function(index) { index = Math.max(index, 0); this._updateAndFire('selectionStart', index); }, /** * Sets selection end (right boundary of a selection) * @param {Number} index Index to set selection end to */ setSelectionEnd: function(index) { index = Math.min(index, this.text.length); this._updateAndFire('selectionEnd', index); }, /** * @private * @param {String} property 'selectionStart' or 'selectionEnd' * @param {Number} index new position of property */ _updateAndFire: function(property, index) { if (this[property] !== index) { this._fireSelectionChanged(); this[property] = index; } this._updateTextarea(); }, /** * Fires the even of selection changed * @private */ _fireSelectionChanged: function() { this.fire('selection:changed'); this.canvas && this.canvas.fire('text:selection:changed', { target: this }); }, /** * Initialize text dimensions. Render all text on given context * or on a offscreen canvas to get the text width with measureText. * Updates this.width and this.height with the proper values. * Does not return dimensions. * @private */ initDimensions: function() { this.isEditing && this.initDelayedCursor(); this.clearContextTop(); this.callSuper('initDimensions'); }, /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ render: function(ctx) { this.clearContextTop(); this.callSuper('render', ctx); // clear the cursorOffsetCache, so we ensure to calculate once per renderCursor // the correct position but not at every cursor animation. this.cursorOffsetCache = { }; this.renderCursorOrSelection(); }, /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _render: function(ctx) { this.callSuper('_render', ctx); }, /** * Prepare and clean the contextTop */ clearContextTop: function(skipRestore) { if (!this.isEditing || !this.canvas || !this.canvas.contextTop) { return; } var ctx = this.canvas.contextTop, v = this.canvas.viewportTransform; ctx.save(); ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]); this.transform(ctx); this._clearTextArea(ctx); skipRestore || ctx.restore(); }, /** * Renders cursor or selection (depending on what exists) * it does on the contextTop. If contextTop is not available, do nothing. */ renderCursorOrSelection: function() { if (!this.isEditing || !this.canvas || !this.canvas.contextTop) { return; } var boundaries = this._getCursorBoundaries(), ctx = this.canvas.contextTop; this.clearContextTop(true); if (this.selectionStart === this.selectionEnd) { this.renderCursor(boundaries, ctx); } else { this.renderSelection(boundaries, ctx); } ctx.restore(); }, _clearTextArea: function(ctx) { // we add 4 pixel, to be sure to do not leave any pixel out var width = this.width + 4, height = this.height + 4; ctx.clearRect(-width / 2, -height / 2, width, height); }, /** * Returns cursor boundaries (left, top, leftOffset, topOffset) * @private * @param {Array} chars Array of characters * @param {String} typeOfBoundaries */ _getCursorBoundaries: function(position) { // left/top are left/top of entire text box // leftOffset/topOffset are offset from that left/top point of a text box if (typeof position === 'undefined') { position = this.selectionStart; } var left = this._getLeftOffset(), top = this._getTopOffset(), offsets = this._getCursorBoundariesOffsets(position); return { left: left, top: top, leftOffset: offsets.left, topOffset: offsets.top }; }, /** * @private */ _getCursorBoundariesOffsets: function(position) { if (this.cursorOffsetCache && 'top' in this.cursorOffsetCache) { return this.cursorOffsetCache; } var lineLeftOffset, lineIndex, charIndex, topOffset = 0, leftOffset = 0, boundaries, cursorPosition = this.get2DCursorLocation(position); charIndex = cursorPosition.charIndex; lineIndex = cursorPosition.lineIndex; for (var i = 0; i < lineIndex; i++) { topOffset += this.getHeightOfLine(i); } lineLeftOffset = this._getLineLeftOffset(lineIndex); var bound = this.__charBounds[lineIndex][charIndex]; bound && (leftOffset = bound.left); if (this.charSpacing !== 0 && charIndex === this._textLines[lineIndex].length) { leftOffset -= this._getWidthOfCharSpacing(); } boundaries = { top: topOffset, left: lineLeftOffset + (leftOffset > 0 ? leftOffset : 0), }; if (this.direction === 'rtl') { boundaries.left *= -1; } this.cursorOffsetCache = boundaries; return this.cursorOffsetCache; }, /** * Renders cursor * @param {Object} boundaries * @param {CanvasRenderingContext2D} ctx transformed context to draw on */ renderCursor: function(boundaries, ctx) { var cursorLocation = this.get2DCursorLocation(), lineIndex = cursorLocation.lineIndex, charIndex = cursorLocation.charIndex > 0 ? cursorLocation.charIndex - 1 : 0, charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize'), multiplier = this.scaleX * this.canvas.getZoom(), cursorWidth = this.cursorWidth / multiplier, topOffset = boundaries.topOffset, dy = this.getValueOfPropertyAt(lineIndex, charIndex, 'deltaY'); topOffset += (1 - this._fontSizeFraction) * this.getHeightOfLine(lineIndex) / this.lineHeight - charHeight * (1 - this._fontSizeFraction); if (this.inCompositionMode) { this.renderSelection(boundaries, ctx); } ctx.fillStyle = this.cursorColor || this.getValueOfPropertyAt(lineIndex, charIndex, 'fill'); ctx.globalAlpha = this.__isMousedown ? 1 : this._currentCursorOpacity; ctx.fillRect( boundaries.left + boundaries.leftOffset - cursorWidth / 2, topOffset + boundaries.top + dy, cursorWidth, charHeight); }, /** * Renders text selection * @param {Object} boundaries Object with left/top/leftOffset/topOffset * @param {CanvasRenderingContext2D} ctx transformed context to draw on */ renderSelection: function(boundaries, ctx) { var selectionStart = this.inCompositionMode ? this.hiddenTextarea.selectionStart : this.selectionStart, selectionEnd = this.inCompositionMode ? this.hiddenTextarea.selectionEnd : this.selectionEnd, isJustify = this.textAlign.indexOf('justify') !== -1, start = this.get2DCursorLocation(selectionStart), end = this.get2DCursorLocation(selectionEnd), startLine = start.lineIndex, endLine = end.lineIndex, startChar = start.charIndex < 0 ? 0 : start.charIndex, endChar = end.charIndex < 0 ? 0 : end.charIndex; for (var i = startLine; i <= endLine; i++) { var lineOffset = this._getLineLeftOffset(i) || 0, lineHeight = this.getHeightOfLine(i), realLineHeight = 0, boxStart = 0, boxEnd = 0; if (i === startLine) { boxStart = this.__charBounds[startLine][startChar].left; } if (i >= startLine && i < endLine) { boxEnd = isJustify && !this.isEndOfWrapping(i) ? this.width : this.getLineWidth(i) || 5; // WTF is this 5? } else if (i === endLine) { if (endChar === 0) { boxEnd = this.__charBounds[endLine][endChar].left; } else { var charSpacing = this._getWidthOfCharSpacing(); boxEnd = this.__charBounds[endLine][endChar - 1].left + this.__charBounds[endLine][endChar - 1].width - charSpacing; } } realLineHeight = lineHeight; if (this.lineHeight < 1 || (i === endLine && this.lineHeight > 1)) { lineHeight /= this.lineHeight; } var drawStart = boundaries.left + lineOffset + boxStart, drawWidth = boxEnd - boxStart, drawHeight = lineHeight, extraTop = 0; if (this.inCompositionMode) { ctx.fillStyle = this.compositionColor || 'black'; drawHeight = 1; extraTop = lineHeight; } else { ctx.fillStyle = this.selectionColor; } if (this.direction === 'rtl') { drawStart = this.width - drawStart - drawWidth; } ctx.fillRect( drawStart, boundaries.top + boundaries.topOffset + extraTop, drawWidth, drawHeight); boundaries.topOffset += realLineHeight; } }, /** * High level function to know the height of the cursor. * the currentChar is the one that precedes the cursor * Returns fontSize of char at the current cursor * Unused from the library, is for the end user * @return {Number} Character font size */ getCurrentCharFontSize: function() { var cp = this._getCurrentCharIndex(); return this.getValueOfPropertyAt(cp.l, cp.c, 'fontSize'); }, /** * High level function to know the color of the cursor. * the currentChar is the one that precedes the cursor * Returns color (fill) of char at the current cursor * if the text object has a pattern or gradient for filler, it will return that. * Unused by the library, is for the end user * @return {String | fabric.Gradient | fabric.Pattern} Character color (fill) */ getCurrentCharColor: function() { var cp = this._getCurrentCharIndex(); return this.getValueOfPropertyAt(cp.l, cp.c, 'fill'); }, /** * Returns the cursor position for the getCurrent.. functions * @private */ _getCurrentCharIndex: function() { var cursorPosition = this.get2DCursorLocation(this.selectionStart, true), charIndex = cursorPosition.charIndex > 0 ? cursorPosition.charIndex - 1 : 0; return { l: cursorPosition.lineIndex, c: charIndex }; } }); /** * Returns fabric.IText instance from an object representation * @static * @memberOf fabric.IText * @param {Object} object Object to create an instance from * @param {function} [callback] invoked with new instance as argument */ fabric.IText.fromObject = function(object, callback) { var styles = fabric.util.stylesFromArray(object.styles, object.text); //copy object to prevent mutation var objCopy = Object.assign({}, object, { styles: styles }); parseDecoration(objCopy); if (objCopy.styles) { for (var i in objCopy.styles) { for (var j in objCopy.styles[i]) { parseDecoration(objCopy.styles[i][j]); } } } fabric.Object._fromObject('IText', objCopy, callback, 'text'); }; })(); (function() { var clone = fabric.util.object.clone; fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ { /** * Initializes all the interactive behavior of IText */ initBehavior: function() { this.initAddedHandler(); this.initRemovedHandler(); this.initCursorSelectionHandlers(); this.initDoubleClickSimulation(); this.mouseMoveHandler = this.mouseMoveHandler.bind(this); }, onDeselect: function() { this.isEditing && this.exitEditing(); this.selected = false; }, /** * Initializes "added" event handler */ initAddedHandler: function() { var _this = this; this.on('added', function() { var canvas = _this.canvas; if (canvas) { if (!canvas._hasITextHandlers) { canvas._hasITextHandlers = true; _this._initCanvasHandlers(canvas); } canvas._iTextInstances = canvas._iTextInstances || []; canvas._iTextInstances.push(_this); } }); }, initRemovedHandler: function() { var _this = this; this.on('removed', function() { var canvas = _this.canvas; if (canvas) { canvas._iTextInstances = canvas._iTextInstances || []; fabric.util.removeFromArray(canvas._iTextInstances, _this); if (canvas._iTextInstances.length === 0) { canvas._hasITextHandlers = false; _this._removeCanvasHandlers(canvas); } } }); }, /** * register canvas event to manage exiting on other instances * @private */ _initCanvasHandlers: function(canvas) { canvas._mouseUpITextHandler = function() { if (canvas._iTextInstances) { canvas._iTextInstances.forEach(function(obj) { obj.__isMousedown = false; }); } }; canvas.on('mouse:up', canvas._mouseUpITextHandler); }, /** * remove canvas event to manage exiting on other instances * @private */ _removeCanvasHandlers: function(canvas) { canvas.off('mouse:up', canvas._mouseUpITextHandler); }, /** * @private */ _tick: function() { this._currentTickState = this._animateCursor(this, 1, this.cursorDuration, '_onTickComplete'); }, /** * @private */ _animateCursor: function(obj, targetOpacity, duration, completeMethod) { var tickState; tickState = { isAborted: false, abort: function() { this.isAborted = true; }, }; obj.animate('_currentCursorOpacity', targetOpacity, { duration: duration, onComplete: function() { if (!tickState.isAborted) { obj[completeMethod](); } }, onChange: function() { // we do not want to animate a selection, only cursor if (obj.canvas && obj.selectionStart === obj.selectionEnd) { obj.renderCursorOrSelection(); } }, abort: function() { return tickState.isAborted; } }); return tickState; }, /** * @private */ _onTickComplete: function() { var _this = this; if (this._cursorTimeout1) { clearTimeout(this._cursorTimeout1); } this._cursorTimeout1 = setTimeout(function() { _this._currentTickCompleteState = _this._animateCursor(_this, 0, this.cursorDuration / 2, '_tick'); }, 100); }, /** * Initializes delayed cursor */ initDelayedCursor: function(restart) { var _this = this, delay = restart ? 0 : this.cursorDelay; this.abortCursorAnimation(); this._currentCursorOpacity = 1; this._cursorTimeout2 = setTimeout(function() { _this._tick(); }, delay); }, /** * Aborts cursor animation and clears all timeouts */ abortCursorAnimation: function() { var shouldClear = this._currentTickState || this._currentTickCompleteState, canvas = this.canvas; this._currentTickState && this._currentTickState.abort(); this._currentTickCompleteState && this._currentTickCompleteState.abort(); clearTimeout(this._cursorTimeout1); clearTimeout(this._cursorTimeout2); this._currentCursorOpacity = 0; // to clear just itext area we need to transform the context // it may not be worth it if (shouldClear && canvas) { canvas.clearContext(canvas.contextTop || canvas.contextContainer); } }, /** * Selects entire text * @return {fabric.IText} thisArg * @chainable */ selectAll: function() { this.selectionStart = 0; this.selectionEnd = this._text.length; this._fireSelectionChanged(); this._updateTextarea(); return this; }, /** * Returns selected text * @return {String} */ getSelectedText: function() { return this._text.slice(this.selectionStart, this.selectionEnd).join(''); }, /** * Find new selection index representing start of current word according to current selection index * @param {Number} startFrom Current selection index * @return {Number} New selection index */ findWordBoundaryLeft: function(startFrom) { var offset = 0, index = startFrom - 1; // remove space before cursor first if (this._reSpace.test(this._text[index])) { while (this._reSpace.test(this._text[index])) { offset++; index--; } } while (/\S/.test(this._text[index]) && index > -1) { offset++; index--; } return startFrom - offset; }, /** * Find new selection index representing end of current word according to current selection index * @param {Number} startFrom Current selection index * @return {Number} New selection index */ findWordBoundaryRight: function(startFrom) { var offset = 0, index = startFrom; // remove space after cursor first if (this._reSpace.test(this._text[index])) { while (this._reSpace.test(this._text[index])) { offset++; index++; } } while (/\S/.test(this._text[index]) && index < this._text.length) { offset++; index++; } return startFrom + offset; }, /** * Find new selection index representing start of current line according to current selection index * @param {Number} startFrom Current selection index * @return {Number} New selection index */ findLineBoundaryLeft: function(startFrom) { var offset = 0, index = startFrom - 1; while (!/\n/.test(this._text[index]) && index > -1) { offset++; index--; } return startFrom - offset; }, /** * Find new selection index representing end of current line according to current selection index * @param {Number} startFrom Current selection index * @return {Number} New selection index */ findLineBoundaryRight: function(startFrom) { var offset = 0, index = startFrom; while (!/\n/.test(this._text[index]) && index < this._text.length) { offset++; index++; } return startFrom + offset; }, /** * Finds index corresponding to beginning or end of a word * @param {Number} selectionStart Index of a character * @param {Number} direction 1 or -1 * @return {Number} Index of the beginning or end of a word */ searchWordBoundary: function(selectionStart, direction) { var text = this._text, index = this._reSpace.test(text[selectionStart]) ? selectionStart - 1 : selectionStart, _char = text[index], // wrong reNonWord = fabric.reNonWord; while (!reNonWord.test(_char) && index > 0 && index < text.length) { index += direction; _char = text[index]; } if (reNonWord.test(_char)) { index += direction === 1 ? 0 : 1; } return index; }, /** * Selects a word based on the index * @param {Number} selectionStart Index of a character */ selectWord: function(selectionStart) { selectionStart = selectionStart || this.selectionStart; var newSelectionStart = this.searchWordBoundary(selectionStart, -1), /* search backwards */ newSelectionEnd = this.searchWordBoundary(selectionStart, 1); /* search forward */ this.selectionStart = newSelectionStart; this.selectionEnd = newSelectionEnd; this._fireSelectionChanged(); this._updateTextarea(); this.renderCursorOrSelection(); }, /** * Selects a line based on the index * @param {Number} selectionStart Index of a character * @return {fabric.IText} thisArg * @chainable */ selectLine: function(selectionStart) { selectionStart = selectionStart || this.selectionStart; var newSelectionStart = this.findLineBoundaryLeft(selectionStart), newSelectionEnd = this.findLineBoundaryRight(selectionStart); this.selectionStart = newSelectionStart; this.selectionEnd = newSelectionEnd; this._fireSelectionChanged(); this._updateTextarea(); return this; }, /** * Enters editing state * @return {fabric.IText} thisArg * @chainable */ enterEditing: function(e) { if (this.isEditing || !this.editable) { return; } if (this.canvas) { this.canvas.calcOffset(); this.exitEditingOnOthers(this.canvas); } this.isEditing = true; this.initHiddenTextarea(e); this.hiddenTextarea.focus(); this.hiddenTextarea.value = this.text; this._updateTextarea(); this._saveEditingProps(); this._setEditingProps(); this._textBeforeEdit = this.text; this._tick(); this.fire('editing:entered'); this._fireSelectionChanged(); if (!this.canvas) { return this; } this.canvas.fire('text:editing:entered', { target: this }); this.initMouseMoveHandler(); this.canvas.requestRenderAll(); return this; }, exitEditingOnOthers: function(canvas) { if (canvas._iTextInstances) { canvas._iTextInstances.forEach(function(obj) { obj.selected = false; if (obj.isEditing) { obj.exitEditing(); } }); } }, /** * Initializes "mousemove" event handler */ initMouseMoveHandler: function() { this.canvas.on('mouse:move', this.mouseMoveHandler); }, /** * @private */ mouseMoveHandler: function(options) { if (!this.__isMousedown || !this.isEditing) { return; } // regain focus document.activeElement !== this.hiddenTextarea && this.hiddenTextarea.focus(); var newSelectionStart = this.getSelectionStartFromPointer(options.e), currentStart = this.selectionStart, currentEnd = this.selectionEnd; if ( (newSelectionStart !== this.__selectionStartOnMouseDown || currentStart === currentEnd) && (currentStart === newSelectionStart || currentEnd === newSelectionStart) ) { return; } if (newSelectionStart > this.__selectionStartOnMouseDown) { this.selectionStart = this.__selectionStartOnMouseDown; this.selectionEnd = newSelectionStart; } else { this.selectionStart = newSelectionStart; this.selectionEnd = this.__selectionStartOnMouseDown; } if (this.selectionStart !== currentStart || this.selectionEnd !== currentEnd) { this.restartCursorIfNeeded(); this._fireSelectionChanged(); this._updateTextarea(); this.renderCursorOrSelection(); } }, /** * @private */ _setEditingProps: function() { this.hoverCursor = 'text'; if (this.canvas) { this.canvas.defaultCursor = this.canvas.moveCursor = 'text'; } this.borderColor = this.editingBorderColor; this.hasControls = this.selectable = false; this.lockMovementX = this.lockMovementY = true; }, /** * convert from textarea to grapheme indexes */ fromStringToGraphemeSelection: function(start, end, text) { var smallerTextStart = text.slice(0, start), graphemeStart = fabric.util.string.graphemeSplit(smallerTextStart).length; if (start === end) { return { selectionStart: graphemeStart, selectionEnd: graphemeStart }; } var smallerTextEnd = text.slice(start, end), graphemeEnd = fabric.util.string.graphemeSplit(smallerTextEnd).length; return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd }; }, /** * convert from fabric to textarea values */ fromGraphemeToStringSelection: function(start, end, _text) { var smallerTextStart = _text.slice(0, start), graphemeStart = smallerTextStart.join('').length; if (start === end) { return { selectionStart: graphemeStart, selectionEnd: graphemeStart }; } var smallerTextEnd = _text.slice(start, end), graphemeEnd = smallerTextEnd.join('').length; return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd }; }, /** * @private */ _updateTextarea: function() { this.cursorOffsetCache = { }; if (!this.hiddenTextarea) { return; } if (!this.inCompositionMode) { var newSelection = this.fromGraphemeToStringSelection(this.selectionStart, this.selectionEnd, this._text); this.hiddenTextarea.selectionStart = newSelection.selectionStart; this.hiddenTextarea.selectionEnd = newSelection.selectionEnd; } this.updateTextareaPosition(); }, /** * @private */ updateFromTextArea: function() { if (!this.hiddenTextarea) { return; } this.cursorOffsetCache = { }; this.text = this.hiddenTextarea.value; if (this._shouldClearDimensionCache()) { this.initDimensions(); this.setCoords(); } var newSelection = this.fromStringToGraphemeSelection( this.hiddenTextarea.selectionStart, this.hiddenTextarea.selectionEnd, this.hiddenTextarea.value); this.selectionEnd = this.selectionStart = newSelection.selectionEnd; if (!this.inCompositionMode) { this.selectionStart = newSelection.selectionStart; } this.updateTextareaPosition(); }, /** * @private */ updateTextareaPosition: function() { if (this.selectionStart === this.selectionEnd) { var style = this._calcTextareaPosition(); this.hiddenTextarea.style.left = style.left; this.hiddenTextarea.style.top = style.top; } }, /** * @private * @return {Object} style contains style for hiddenTextarea */ _calcTextareaPosition: function() { if (!this.canvas) { return { x: 1, y: 1 }; } var desiredPosition = this.inCompositionMode ? this.compositionStart : this.selectionStart, boundaries = this._getCursorBoundaries(desiredPosition), cursorLocation = this.get2DCursorLocation(desiredPosition), lineIndex = cursorLocation.lineIndex, charIndex = cursorLocation.charIndex, charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize') * this.lineHeight, leftOffset = boundaries.leftOffset, m = this.calcTransformMatrix(), p = { x: boundaries.left + leftOffset, y: boundaries.top + boundaries.topOffset + charHeight }, retinaScaling = this.canvas.getRetinaScaling(), upperCanvas = this.canvas.upperCanvasEl, upperCanvasWidth = upperCanvas.width / retinaScaling, upperCanvasHeight = upperCanvas.height / retinaScaling, maxWidth = upperCanvasWidth - charHeight, maxHeight = upperCanvasHeight - charHeight, scaleX = upperCanvas.clientWidth / upperCanvasWidth, scaleY = upperCanvas.clientHeight / upperCanvasHeight; p = fabric.util.transformPoint(p, m); p = fabric.util.transformPoint(p, this.canvas.viewportTransform); p.x *= scaleX; p.y *= scaleY; if (p.x < 0) { p.x = 0; } if (p.x > maxWidth) { p.x = maxWidth; } if (p.y < 0) { p.y = 0; } if (p.y > maxHeight) { p.y = maxHeight; } // add canvas offset on document p.x += this.canvas._offset.left; p.y += this.canvas._offset.top; return { left: p.x + 'px', top: p.y + 'px', fontSize: charHeight + 'px', charHeight: charHeight }; }, /** * @private */ _saveEditingProps: function() { this._savedProps = { hasControls: this.hasControls, borderColor: this.borderColor, lockMovementX: this.lockMovementX, lockMovementY: this.lockMovementY, hoverCursor: this.hoverCursor, selectable: this.selectable, defaultCursor: this.canvas && this.canvas.defaultCursor, moveCursor: this.canvas && this.canvas.moveCursor }; }, /** * @private */ _restoreEditingProps: function() { if (!this._savedProps) { return; } this.hoverCursor = this._savedProps.hoverCursor; this.hasControls = this._savedProps.hasControls; this.borderColor = this._savedProps.borderColor; this.selectable = this._savedProps.selectable; this.lockMovementX = this._savedProps.lockMovementX; this.lockMovementY = this._savedProps.lockMovementY; if (this.canvas) { this.canvas.defaultCursor = this._savedProps.defaultCursor; this.canvas.moveCursor = this._savedProps.moveCursor; } }, /** * Exits from editing state * @return {fabric.IText} thisArg * @chainable */ exitEditing: function() { var isTextChanged = (this._textBeforeEdit !== this.text); var hiddenTextarea = this.hiddenTextarea; this.selected = false; this.isEditing = false; this.selectionEnd = this.selectionStart; if (hiddenTextarea) { hiddenTextarea.blur && hiddenTextarea.blur(); hiddenTextarea.parentNode && hiddenTextarea.parentNode.removeChild(hiddenTextarea); } this.hiddenTextarea = null; this.abortCursorAnimation(); this._restoreEditingProps(); this._currentCursorOpacity = 0; if (this._shouldClearDimensionCache()) { this.initDimensions(); this.setCoords(); } this.fire('editing:exited'); isTextChanged && this.fire('modified'); if (this.canvas) { this.canvas.off('mouse:move', this.mouseMoveHandler); this.canvas.fire('text:editing:exited', { target: this }); isTextChanged && this.canvas.fire('object:modified', { target: this }); } return this; }, /** * @private */ _removeExtraneousStyles: function() { for (var prop in this.styles) { if (!this._textLines[prop]) { delete this.styles[prop]; } } }, /** * remove and reflow a style block from start to end. * @param {Number} start linear start position for removal (included in removal) * @param {Number} end linear end position for removal ( excluded from removal ) */ removeStyleFromTo: function(start, end) { var cursorStart = this.get2DCursorLocation(start, true), cursorEnd = this.get2DCursorLocation(end, true), lineStart = cursorStart.lineIndex, charStart = cursorStart.charIndex, lineEnd = cursorEnd.lineIndex, charEnd = cursorEnd.charIndex, i, styleObj; if (lineStart !== lineEnd) { // step1 remove the trailing of lineStart if (this.styles[lineStart]) { for (i = charStart; i < this._unwrappedTextLines[lineStart].length; i++) { delete this.styles[lineStart][i]; } } // step2 move the trailing of lineEnd to lineStart if needed if (this.styles[lineEnd]) { for (i = charEnd; i < this._unwrappedTextLines[lineEnd].length; i++) { styleObj = this.styles[lineEnd][i]; if (styleObj) { this.styles[lineStart] || (this.styles[lineStart] = { }); this.styles[lineStart][charStart + i - charEnd] = styleObj; } } } // step3 detects lines will be completely removed. for (i = lineStart + 1; i <= lineEnd; i++) { delete this.styles[i]; } // step4 shift remaining lines. this.shiftLineStyles(lineEnd, lineStart - lineEnd); } else { // remove and shift left on the same line if (this.styles[lineStart]) { styleObj = this.styles[lineStart]; var diff = charEnd - charStart, numericChar, _char; for (i = charStart; i < charEnd; i++) { delete styleObj[i]; } for (_char in this.styles[lineStart]) { numericChar = parseInt(_char, 10); if (numericChar >= charEnd) { styleObj[numericChar - diff] = styleObj[_char]; delete styleObj[_char]; } } } } }, /** * Shifts line styles up or down * @param {Number} lineIndex Index of a line * @param {Number} offset Can any number? */ shiftLineStyles: function(lineIndex, offset) { // shift all line styles by offset upward or downward // do not clone deep. we need new array, not new style objects var clonedStyles = clone(this.styles); for (var line in this.styles) { var numericLine = parseInt(line, 10); if (numericLine > lineIndex) { this.styles[numericLine + offset] = clonedStyles[numericLine]; if (!clonedStyles[numericLine - offset]) { delete this.styles[numericLine]; } } } }, restartCursorIfNeeded: function() { if (!this._currentTickState || this._currentTickState.isAborted || !this._currentTickCompleteState || this._currentTickCompleteState.isAborted ) { this.initDelayedCursor(); } }, /** * Handle insertion of more consecutive style lines for when one or more * newlines gets added to the text. Since current style needs to be shifted * first we shift the current style of the number lines needed, then we add * new lines from the last to the first. * @param {Number} lineIndex Index of a line * @param {Number} charIndex Index of a char * @param {Number} qty number of lines to add * @param {Array} copiedStyle Array of objects styles */ insertNewlineStyleObject: function(lineIndex, charIndex, qty, copiedStyle) { var currentCharStyle, newLineStyles = {}, somethingAdded = false, isEndOfLine = this._unwrappedTextLines[lineIndex].length === charIndex; qty || (qty = 1); this.shiftLineStyles(lineIndex, qty); if (this.styles[lineIndex]) { currentCharStyle = this.styles[lineIndex][charIndex === 0 ? charIndex : charIndex - 1]; } // we clone styles of all chars // after cursor onto the current line for (var index in this.styles[lineIndex]) { var numIndex = parseInt(index, 10); if (numIndex >= charIndex) { somethingAdded = true; newLineStyles[numIndex - charIndex] = this.styles[lineIndex][index]; // remove lines from the previous line since they're on a new line now if (!(isEndOfLine && charIndex === 0)) { delete this.styles[lineIndex][index]; } } } var styleCarriedOver = false; if (somethingAdded && !isEndOfLine) { // if is end of line, the extra style we copied // is probably not something we want this.styles[lineIndex + qty] = newLineStyles; styleCarriedOver = true; } if (styleCarriedOver) { // skip the last line of since we already prepared it. qty--; } // for the all the lines or all the other lines // we clone current char style onto the next (otherwise empty) line while (qty > 0) { if (copiedStyle && copiedStyle[qty - 1]) { this.styles[lineIndex + qty] = { 0: clone(copiedStyle[qty - 1]) }; } else if (currentCharStyle) { this.styles[lineIndex + qty] = { 0: clone(currentCharStyle) }; } else { delete this.styles[lineIndex + qty]; } qty--; } this._forceClearCache = true; }, /** * Inserts style object for a given line/char index * @param {Number} lineIndex Index of a line * @param {Number} charIndex Index of a char * @param {Number} quantity number Style object to insert, if given * @param {Array} copiedStyle array of style objects */ insertCharStyleObject: function(lineIndex, charIndex, quantity, copiedStyle) { if (!this.styles) { this.styles = {}; } var currentLineStyles = this.styles[lineIndex], currentLineStylesCloned = currentLineStyles ? clone(currentLineStyles) : {}; quantity || (quantity = 1); // shift all char styles by quantity forward // 0,1,2,3 -> (charIndex=2) -> 0,1,3,4 -> (insert 2) -> 0,1,2,3,4 for (var index in currentLineStylesCloned) { var numericIndex = parseInt(index, 10); if (numericIndex >= charIndex) { currentLineStyles[numericIndex + quantity] = currentLineStylesCloned[numericIndex]; // only delete the style if there was nothing moved there if (!currentLineStylesCloned[numericIndex - quantity]) { delete currentLineStyles[numericIndex]; } } } this._forceClearCache = true; if (copiedStyle) { while (quantity--) { if (!Object.keys(copiedStyle[quantity]).length) { continue; } if (!this.styles[lineIndex]) { this.styles[lineIndex] = {}; } this.styles[lineIndex][charIndex + quantity] = clone(copiedStyle[quantity]); } return; } if (!currentLineStyles) { return; } var newStyle = currentLineStyles[charIndex ? charIndex - 1 : 1]; while (newStyle && quantity--) { this.styles[lineIndex][charIndex + quantity] = clone(newStyle); } }, /** * Inserts style object(s) * @param {Array} insertedText Characters at the location where style is inserted * @param {Number} start cursor index for inserting style * @param {Array} [copiedStyle] array of style objects to insert. */ insertNewStyleBlock: function(insertedText, start, copiedStyle) { var cursorLoc = this.get2DCursorLocation(start, true), addedLines = [0], linesLength = 0; // get an array of how many char per lines are being added. for (var i = 0; i < insertedText.length; i++) { if (insertedText[i] === '\n') { linesLength++; addedLines[linesLength] = 0; } else { addedLines[linesLength]++; } } // for the first line copy the style from the current char position. if (addedLines[0] > 0) { this.insertCharStyleObject(cursorLoc.lineIndex, cursorLoc.charIndex, addedLines[0], copiedStyle); copiedStyle = copiedStyle && copiedStyle.slice(addedLines[0] + 1); } linesLength && this.insertNewlineStyleObject( cursorLoc.lineIndex, cursorLoc.charIndex + addedLines[0], linesLength); for (var i = 1; i < linesLength; i++) { if (addedLines[i] > 0) { this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle); } else if (copiedStyle) { // this test is required in order to close #6841 // when a pasted buffer begins with a newline then // this.styles[cursorLoc.lineIndex + i] and copiedStyle[0] // may be undefined for some reason if (this.styles[cursorLoc.lineIndex + i] && copiedStyle[0]) { this.styles[cursorLoc.lineIndex + i][0] = copiedStyle[0]; } } copiedStyle = copiedStyle && copiedStyle.slice(addedLines[i] + 1); } // we use i outside the loop to get it like linesLength if (addedLines[i] > 0) { this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle); } }, /** * Set the selectionStart and selectionEnd according to the new position of cursor * mimic the key - mouse navigation when shift is pressed. */ setSelectionStartEndWithShift: function(start, end, newSelection) { if (newSelection <= start) { if (end === start) { this._selectionDirection = 'left'; } else if (this._selectionDirection === 'right') { this._selectionDirection = 'left'; this.selectionEnd = start; } this.selectionStart = newSelection; } else if (newSelection > start && newSelection < end) { if (this._selectionDirection === 'right') { this.selectionEnd = newSelection; } else { this.selectionStart = newSelection; } } else { // newSelection is > selection start and end if (end === start) { this._selectionDirection = 'right'; } else if (this._selectionDirection === 'left') { this._selectionDirection = 'right'; this.selectionStart = end; } this.selectionEnd = newSelection; } }, setSelectionInBoundaries: function() { var length = this.text.length; if (this.selectionStart > length) { this.selectionStart = length; } else if (this.selectionStart < 0) { this.selectionStart = 0; } if (this.selectionEnd > length) { this.selectionEnd = length; } else if (this.selectionEnd < 0) { this.selectionEnd = 0; } } }); })(); fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ { /** * Initializes "dbclick" event handler */ initDoubleClickSimulation: function() { // for double click this.__lastClickTime = +new Date(); // for triple click this.__lastLastClickTime = +new Date(); this.__lastPointer = { }; this.on('mousedown', this.onMouseDown); }, /** * Default event handler to simulate triple click * @private */ onMouseDown: function(options) { if (!this.canvas) { return; } this.__newClickTime = +new Date(); var newPointer = options.pointer; if (this.isTripleClick(newPointer)) { this.fire('tripleclick', options); this._stopEvent(options.e); } this.__lastLastClickTime = this.__lastClickTime; this.__lastClickTime = this.__newClickTime; this.__lastPointer = newPointer; this.__lastIsEditing = this.isEditing; this.__lastSelected = this.selected; }, isTripleClick: function(newPointer) { return this.__newClickTime - this.__lastClickTime < 500 && this.__lastClickTime - this.__lastLastClickTime < 500 && this.__lastPointer.x === newPointer.x && this.__lastPointer.y === newPointer.y; }, /** * @private */ _stopEvent: function(e) { e.preventDefault && e.preventDefault(); e.stopPropagation && e.stopPropagation(); }, /** * Initializes event handlers related to cursor or selection */ initCursorSelectionHandlers: function() { this.initMousedownHandler(); this.initMouseupHandler(); this.initClicks(); }, /** * Default handler for double click, select a word */ doubleClickHandler: function(options) { if (!this.isEditing) { return; } this.selectWord(this.getSelectionStartFromPointer(options.e)); }, /** * Default handler for triple click, select a line */ tripleClickHandler: function(options) { if (!this.isEditing) { return; } this.selectLine(this.getSelectionStartFromPointer(options.e)); }, /** * Initializes double and triple click event handlers */ initClicks: function() { this.on('mousedblclick', this.doubleClickHandler); this.on('tripleclick', this.tripleClickHandler); }, /** * Default event handler for the basic functionalities needed on _mouseDown * can be overridden to do something different. * Scope of this implementation is: find the click position, set selectionStart * find selectionEnd, initialize the drawing of either cursor or selection area * initializing a mousedDown on a text area will cancel fabricjs knowledge of * current compositionMode. It will be set to false. */ _mouseDownHandler: function(options) { if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) { return; } this.__isMousedown = true; if (this.selected) { this.inCompositionMode = false; this.setCursorByClick(options.e); } if (this.isEditing) { this.__selectionStartOnMouseDown = this.selectionStart; if (this.selectionStart === this.selectionEnd) { this.abortCursorAnimation(); } this.renderCursorOrSelection(); } }, /** * Default event handler for the basic functionalities needed on mousedown:before * can be overridden to do something different. * Scope of this implementation is: verify the object is already selected when mousing down */ _mouseDownHandlerBefore: function(options) { if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) { return; } // we want to avoid that an object that was selected and then becomes unselectable, // may trigger editing mode in some way. this.selected = this === this.canvas._activeObject; }, /** * Initializes "mousedown" event handler */ initMousedownHandler: function() { this.on('mousedown', this._mouseDownHandler); this.on('mousedown:before', this._mouseDownHandlerBefore); }, /** * Initializes "mouseup" event handler */ initMouseupHandler: function() { this.on('mouseup', this.mouseUpHandler); }, /** * standard handler for mouse up, overridable * @private */ mouseUpHandler: function(options) { this.__isMousedown = false; if (!this.editable || this.group || (options.transform && options.transform.actionPerformed) || (options.e.button && options.e.button !== 1)) { return; } if (this.canvas) { var currentActive = this.canvas._activeObject; if (currentActive && currentActive !== this) { // avoid running this logic when there is an active object // this because is possible with shift click and fast clicks, // to rapidly deselect and reselect this object and trigger an enterEdit return; } } if (this.__lastSelected && !this.__corner) { this.selected = false; this.__lastSelected = false; this.enterEditing(options.e); if (this.selectionStart === this.selectionEnd) { this.initDelayedCursor(true); } else { this.renderCursorOrSelection(); } } else { this.selected = true; } }, /** * Changes cursor location in a text depending on passed pointer (x/y) object * @param {Event} e Event object */ setCursorByClick: function(e) { var newSelection = this.getSelectionStartFromPointer(e), start = this.selectionStart, end = this.selectionEnd; if (e.shiftKey) { this.setSelectionStartEndWithShift(start, end, newSelection); } else { this.selectionStart = newSelection; this.selectionEnd = newSelection; } if (this.isEditing) { this._fireSelectionChanged(); this._updateTextarea(); } }, /** * Returns index of a character corresponding to where an object was clicked * @param {Event} e Event object * @return {Number} Index of a character */ getSelectionStartFromPointer: function(e) { var mouseOffset = this.getLocalPointer(e), prevWidth = 0, width = 0, height = 0, charIndex = 0, lineIndex = 0, lineLeftOffset, line; for (var i = 0, len = this._textLines.length; i < len; i++) { if (height <= mouseOffset.y) { height += this.getHeightOfLine(i) * this.scaleY; lineIndex = i; if (i > 0) { charIndex += this._textLines[i - 1].length + this.missingNewlineOffset(i - 1); } } else { break; } } lineLeftOffset = this._getLineLeftOffset(lineIndex); width = lineLeftOffset * this.scaleX; line = this._textLines[lineIndex]; // handling of RTL: in order to get things work correctly, // we assume RTL writing is mirrored compared to LTR writing. // so in position detection we mirror the X offset, and when is time // of rendering it, we mirror it again. if (this.direction === 'rtl') { mouseOffset.x = this.width * this.scaleX - mouseOffset.x + width; } for (var j = 0, jlen = line.length; j < jlen; j++) { prevWidth = width; // i removed something about flipX here, check. width += this.__charBounds[lineIndex][j].kernedWidth * this.scaleX; if (width <= mouseOffset.x) { charIndex++; } else { break; } } return this._getNewSelectionStartFromOffset(mouseOffset, prevWidth, width, charIndex, jlen); }, /** * @private */ _getNewSelectionStartFromOffset: function(mouseOffset, prevWidth, width, index, jlen) { // we need Math.abs because when width is after the last char, the offset is given as 1, while is 0 var distanceBtwLastCharAndCursor = mouseOffset.x - prevWidth, distanceBtwNextCharAndCursor = width - mouseOffset.x, offset = distanceBtwNextCharAndCursor > distanceBtwLastCharAndCursor || distanceBtwNextCharAndCursor < 0 ? 0 : 1, newSelectionStart = index + offset; // if object is horizontally flipped, mirror cursor location from the end if (this.flipX) { newSelectionStart = jlen - newSelectionStart; } if (newSelectionStart > this._text.length) { newSelectionStart = this._text.length; } return newSelectionStart; } }); fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ { /** * Initializes hidden textarea (needed to bring up keyboard in iOS) */ initHiddenTextarea: function() { this.hiddenTextarea = fabric.document.createElement('textarea'); this.hiddenTextarea.setAttribute('autocapitalize', 'off'); this.hiddenTextarea.setAttribute('autocorrect', 'off'); this.hiddenTextarea.setAttribute('autocomplete', 'off'); this.hiddenTextarea.setAttribute('spellcheck', 'false'); this.hiddenTextarea.setAttribute('data-fabric-hiddentextarea', ''); this.hiddenTextarea.setAttribute('wrap', 'off'); var style = this._calcTextareaPosition(); // line-height: 1px; was removed from the style to fix this: // https://bugs.chromium.org/p/chromium/issues/detail?id=870966 this.hiddenTextarea.style.cssText = 'position: absolute; top: ' + style.top + '; left: ' + style.left + '; z-index: -999; opacity: 0; width: 1px; height: 1px; font-size: 1px;' + ' padding-top: ' + style.fontSize + ';'; if (this.hiddenTextareaContainer) { this.hiddenTextareaContainer.appendChild(this.hiddenTextarea); } else { fabric.document.body.appendChild(this.hiddenTextarea); } fabric.util.addListener(this.hiddenTextarea, 'keydown', this.onKeyDown.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'keyup', this.onKeyUp.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'input', this.onInput.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'copy', this.copy.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'cut', this.copy.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'paste', this.paste.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'compositionstart', this.onCompositionStart.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'compositionupdate', this.onCompositionUpdate.bind(this)); fabric.util.addListener(this.hiddenTextarea, 'compositionend', this.onCompositionEnd.bind(this)); if (!this._clickHandlerInitialized && this.canvas) { fabric.util.addListener(this.canvas.upperCanvasEl, 'click', this.onClick.bind(this)); this._clickHandlerInitialized = true; } }, /** * For functionalities on keyDown * Map a special key to a function of the instance/prototype * If you need different behaviour for ESC or TAB or arrows, you have to change * this map setting the name of a function that you build on the fabric.Itext or * your prototype. * the map change will affect all Instances unless you need for only some text Instances * in that case you have to clone this object and assign your Instance. * this.keysMap = fabric.util.object.clone(this.keysMap); * The function must be in fabric.Itext.prototype.myFunction And will receive event as args[0] */ keysMap: { 9: 'exitEditing', 27: 'exitEditing', 33: 'moveCursorUp', 34: 'moveCursorDown', 35: 'moveCursorRight', 36: 'moveCursorLeft', 37: 'moveCursorLeft', 38: 'moveCursorUp', 39: 'moveCursorRight', 40: 'moveCursorDown', }, keysMapRtl: { 9: 'exitEditing', 27: 'exitEditing', 33: 'moveCursorUp', 34: 'moveCursorDown', 35: 'moveCursorLeft', 36: 'moveCursorRight', 37: 'moveCursorRight', 38: 'moveCursorUp', 39: 'moveCursorLeft', 40: 'moveCursorDown', }, /** * For functionalities on keyUp + ctrl || cmd */ ctrlKeysMapUp: { 67: 'copy', 88: 'cut' }, /** * For functionalities on keyDown + ctrl || cmd */ ctrlKeysMapDown: { 65: 'selectAll' }, onClick: function() { // No need to trigger click event here, focus is enough to have the keyboard appear on Android this.hiddenTextarea && this.hiddenTextarea.focus(); }, /** * Handles keydown event * only used for arrows and combination of modifier keys. * @param {Event} e Event object */ onKeyDown: function(e) { if (!this.isEditing) { return; } var keyMap = this.direction === 'rtl' ? this.keysMapRtl : this.keysMap; if (e.keyCode in keyMap) { this[keyMap[e.keyCode]](e); } else if ((e.keyCode in this.ctrlKeysMapDown) && (e.ctrlKey || e.metaKey)) { this[this.ctrlKeysMapDown[e.keyCode]](e); } else { return; } e.stopImmediatePropagation(); e.preventDefault(); if (e.keyCode >= 33 && e.keyCode <= 40) { // if i press an arrow key just update selection this.inCompositionMode = false; this.clearContextTop(); this.renderCursorOrSelection(); } else { this.canvas && this.canvas.requestRenderAll(); } }, /** * Handles keyup event * We handle KeyUp because ie11 and edge have difficulties copy/pasting * if a copy/cut event fired, keyup is dismissed * @param {Event} e Event object */ onKeyUp: function(e) { if (!this.isEditing || this._copyDone || this.inCompositionMode) { this._copyDone = false; return; } if ((e.keyCode in this.ctrlKeysMapUp) && (e.ctrlKey || e.metaKey)) { this[this.ctrlKeysMapUp[e.keyCode]](e); } else { return; } e.stopImmediatePropagation(); e.preventDefault(); this.canvas && this.canvas.requestRenderAll(); }, /** * Handles onInput event * @param {Event} e Event object */ onInput: function(e) { var fromPaste = this.fromPaste; this.fromPaste = false; e && e.stopPropagation(); if (!this.isEditing) { return; } // decisions about style changes. var nextText = this._splitTextIntoLines(this.hiddenTextarea.value).graphemeText, charCount = this._text.length, nextCharCount = nextText.length, removedText, insertedText, charDiff = nextCharCount - charCount, selectionStart = this.selectionStart, selectionEnd = this.selectionEnd, selection = selectionStart !== selectionEnd, copiedStyle, removeFrom, removeTo; if (this.hiddenTextarea.value === '') { this.styles = { }; this.updateFromTextArea(); this.fire('changed'); if (this.canvas) { this.canvas.fire('text:changed', { target: this }); this.canvas.requestRenderAll(); } return; } var textareaSelection = this.fromStringToGraphemeSelection( this.hiddenTextarea.selectionStart, this.hiddenTextarea.selectionEnd, this.hiddenTextarea.value ); var backDelete = selectionStart > textareaSelection.selectionStart; if (selection) { removedText = this._text.slice(selectionStart, selectionEnd); charDiff += selectionEnd - selectionStart; } else if (nextCharCount < charCount) { if (backDelete) { removedText = this._text.slice(selectionEnd + charDiff, selectionEnd); } else { removedText = this._text.slice(selectionStart, selectionStart - charDiff); } } insertedText = nextText.slice(textareaSelection.selectionEnd - charDiff, textareaSelection.selectionEnd); if (removedText && removedText.length) { if (insertedText.length) { // let's copy some style before deleting. // we want to copy the style before the cursor OR the style at the cursor if selection // is bigger than 0. copiedStyle = this.getSelectionStyles(selectionStart, selectionStart + 1, false); // now duplicate the style one for each inserted text. copiedStyle = insertedText.map(function() { // this return an array of references, but that is fine since we are // copying the style later. return copiedStyle[0]; }); } if (selection) { removeFrom = selectionStart; removeTo = selectionEnd; } else if (backDelete) { // detect differences between forwardDelete and backDelete removeFrom = selectionEnd - removedText.length; removeTo = selectionEnd; } else { removeFrom = selectionEnd; removeTo = selectionEnd + removedText.length; } this.removeStyleFromTo(removeFrom, removeTo); } if (insertedText.length) { if (fromPaste && insertedText.join('') === fabric.copiedText && !fabric.disableStyleCopyPaste) { copiedStyle = fabric.copiedTextStyle; } this.insertNewStyleBlock(insertedText, selectionStart, copiedStyle); } this.updateFromTextArea(); this.fire('changed'); if (this.canvas) { this.canvas.fire('text:changed', { target: this }); this.canvas.requestRenderAll(); } }, /** * Composition start */ onCompositionStart: function() { this.inCompositionMode = true; }, /** * Composition end */ onCompositionEnd: function() { this.inCompositionMode = false; }, // /** // * Composition update // */ onCompositionUpdate: function(e) { this.compositionStart = e.target.selectionStart; this.compositionEnd = e.target.selectionEnd; this.updateTextareaPosition(); }, /** * Copies selected text * @param {Event} e Event object */ copy: function() { if (this.selectionStart === this.selectionEnd) { //do not cut-copy if no selection return; } fabric.copiedText = this.getSelectedText(); if (!fabric.disableStyleCopyPaste) { fabric.copiedTextStyle = this.getSelectionStyles(this.selectionStart, this.selectionEnd, true); } else { fabric.copiedTextStyle = null; } this._copyDone = true; }, /** * Pastes text * @param {Event} e Event object */ paste: function() { this.fromPaste = true; }, /** * @private * @param {Event} e Event object * @return {Object} Clipboard data object */ _getClipboardData: function(e) { return (e && e.clipboardData) || fabric.window.clipboardData; }, /** * Finds the width in pixels before the cursor on the same line * @private * @param {Number} lineIndex * @param {Number} charIndex * @return {Number} widthBeforeCursor width before cursor */ _getWidthBeforeCursor: function(lineIndex, charIndex) { var widthBeforeCursor = this._getLineLeftOffset(lineIndex), bound; if (charIndex > 0) { bound = this.__charBounds[lineIndex][charIndex - 1]; widthBeforeCursor += bound.left + bound.width; } return widthBeforeCursor; }, /** * Gets start offset of a selection * @param {Event} e Event object * @param {Boolean} isRight * @return {Number} */ getDownCursorOffset: function(e, isRight) { var selectionProp = this._getSelectionForOffset(e, isRight), cursorLocation = this.get2DCursorLocation(selectionProp), lineIndex = cursorLocation.lineIndex; // if on last line, down cursor goes to end of line if (lineIndex === this._textLines.length - 1 || e.metaKey || e.keyCode === 34) { // move to the end of a text return this._text.length - selectionProp; } var charIndex = cursorLocation.charIndex, widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex), indexOnOtherLine = this._getIndexOnLine(lineIndex + 1, widthBeforeCursor), textAfterCursor = this._textLines[lineIndex].slice(charIndex); return textAfterCursor.length + indexOnOtherLine + 1 + this.missingNewlineOffset(lineIndex); }, /** * private * Helps finding if the offset should be counted from Start or End * @param {Event} e Event object * @param {Boolean} isRight * @return {Number} */ _getSelectionForOffset: function(e, isRight) { if (e.shiftKey && this.selectionStart !== this.selectionEnd && isRight) { return this.selectionEnd; } else { return this.selectionStart; } }, /** * @param {Event} e Event object * @param {Boolean} isRight * @return {Number} */ getUpCursorOffset: function(e, isRight) { var selectionProp = this._getSelectionForOffset(e, isRight), cursorLocation = this.get2DCursorLocation(selectionProp), lineIndex = cursorLocation.lineIndex; if (lineIndex === 0 || e.metaKey || e.keyCode === 33) { // if on first line, up cursor goes to start of line return -selectionProp; } var charIndex = cursorLocation.charIndex, widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex), indexOnOtherLine = this._getIndexOnLine(lineIndex - 1, widthBeforeCursor), textBeforeCursor = this._textLines[lineIndex].slice(0, charIndex), missingNewlineOffset = this.missingNewlineOffset(lineIndex - 1); // return a negative offset return -this._textLines[lineIndex - 1].length + indexOnOtherLine - textBeforeCursor.length + (1 - missingNewlineOffset); }, /** * for a given width it founds the matching character. * @private */ _getIndexOnLine: function(lineIndex, width) { var line = this._textLines[lineIndex], lineLeftOffset = this._getLineLeftOffset(lineIndex), widthOfCharsOnLine = lineLeftOffset, indexOnLine = 0, charWidth, foundMatch; for (var j = 0, jlen = line.length; j < jlen; j++) { charWidth = this.__charBounds[lineIndex][j].width; widthOfCharsOnLine += charWidth; if (widthOfCharsOnLine > width) { foundMatch = true; var leftEdge = widthOfCharsOnLine - charWidth, rightEdge = widthOfCharsOnLine, offsetFromLeftEdge = Math.abs(leftEdge - width), offsetFromRightEdge = Math.abs(rightEdge - width); indexOnLine = offsetFromRightEdge < offsetFromLeftEdge ? j : (j - 1); break; } } // reached end if (!foundMatch) { indexOnLine = line.length - 1; } return indexOnLine; }, /** * Moves cursor down * @param {Event} e Event object */ moveCursorDown: function(e) { if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) { return; } this._moveCursorUpOrDown('Down', e); }, /** * Moves cursor up * @param {Event} e Event object */ moveCursorUp: function(e) { if (this.selectionStart === 0 && this.selectionEnd === 0) { return; } this._moveCursorUpOrDown('Up', e); }, /** * Moves cursor up or down, fires the events * @param {String} direction 'Up' or 'Down' * @param {Event} e Event object */ _moveCursorUpOrDown: function(direction, e) { // getUpCursorOffset // getDownCursorOffset var action = 'get' + direction + 'CursorOffset', offset = this[action](e, this._selectionDirection === 'right'); if (e.shiftKey) { this.moveCursorWithShift(offset); } else { this.moveCursorWithoutShift(offset); } if (offset !== 0) { this.setSelectionInBoundaries(); this.abortCursorAnimation(); this._currentCursorOpacity = 1; this.initDelayedCursor(); this._fireSelectionChanged(); this._updateTextarea(); } }, /** * Moves cursor with shift * @param {Number} offset */ moveCursorWithShift: function(offset) { var newSelection = this._selectionDirection === 'left' ? this.selectionStart + offset : this.selectionEnd + offset; this.setSelectionStartEndWithShift(this.selectionStart, this.selectionEnd, newSelection); return offset !== 0; }, /** * Moves cursor up without shift * @param {Number} offset */ moveCursorWithoutShift: function(offset) { if (offset < 0) { this.selectionStart += offset; this.selectionEnd = this.selectionStart; } else { this.selectionEnd += offset; this.selectionStart = this.selectionEnd; } return offset !== 0; }, /** * Moves cursor left * @param {Event} e Event object */ moveCursorLeft: function(e) { if (this.selectionStart === 0 && this.selectionEnd === 0) { return; } this._moveCursorLeftOrRight('Left', e); }, /** * @private * @return {Boolean} true if a change happened */ _move: function(e, prop, direction) { var newValue; if (e.altKey) { newValue = this['findWordBoundary' + direction](this[prop]); } else if (e.metaKey || e.keyCode === 35 || e.keyCode === 36 ) { newValue = this['findLineBoundary' + direction](this[prop]); } else { this[prop] += direction === 'Left' ? -1 : 1; return true; } if (typeof newValue !== 'undefined' && this[prop] !== newValue) { this[prop] = newValue; return true; } }, /** * @private */ _moveLeft: function(e, prop) { return this._move(e, prop, 'Left'); }, /** * @private */ _moveRight: function(e, prop) { return this._move(e, prop, 'Right'); }, /** * Moves cursor left without keeping selection * @param {Event} e */ moveCursorLeftWithoutShift: function(e) { var change = true; this._selectionDirection = 'left'; // only move cursor when there is no selection, // otherwise we discard it, and leave cursor on same place if (this.selectionEnd === this.selectionStart && this.selectionStart !== 0) { change = this._moveLeft(e, 'selectionStart'); } this.selectionEnd = this.selectionStart; return change; }, /** * Moves cursor left while keeping selection * @param {Event} e */ moveCursorLeftWithShift: function(e) { if (this._selectionDirection === 'right' && this.selectionStart !== this.selectionEnd) { return this._moveLeft(e, 'selectionEnd'); } else if (this.selectionStart !== 0){ this._selectionDirection = 'left'; return this._moveLeft(e, 'selectionStart'); } }, /** * Moves cursor right * @param {Event} e Event object */ moveCursorRight: function(e) { if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) { return; } this._moveCursorLeftOrRight('Right', e); }, /** * Moves cursor right or Left, fires event * @param {String} direction 'Left', 'Right' * @param {Event} e Event object */ _moveCursorLeftOrRight: function(direction, e) { var actionName = 'moveCursor' + direction + 'With'; this._currentCursorOpacity = 1; if (e.shiftKey) { actionName += 'Shift'; } else { actionName += 'outShift'; } if (this[actionName](e)) { this.abortCursorAnimation(); this.initDelayedCursor(); this._fireSelectionChanged(); this._updateTextarea(); } }, /** * Moves cursor right while keeping selection * @param {Event} e */ moveCursorRightWithShift: function(e) { if (this._selectionDirection === 'left' && this.selectionStart !== this.selectionEnd) { return this._moveRight(e, 'selectionStart'); } else if (this.selectionEnd !== this._text.length) { this._selectionDirection = 'right'; return this._moveRight(e, 'selectionEnd'); } }, /** * Moves cursor right without keeping selection * @param {Event} e Event object */ moveCursorRightWithoutShift: function(e) { var changed = true; this._selectionDirection = 'right'; if (this.selectionStart === this.selectionEnd) { changed = this._moveRight(e, 'selectionStart'); this.selectionEnd = this.selectionStart; } else { this.selectionStart = this.selectionEnd; } return changed; }, /** * Removes characters from start/end * start/end ar per grapheme position in _text array. * * @param {Number} start * @param {Number} end default to start + 1 */ removeChars: function(start, end) { if (typeof end === 'undefined') { end = start + 1; } this.removeStyleFromTo(start, end); this._text.splice(start, end - start); this.text = this._text.join(''); this.set('dirty', true); if (this._shouldClearDimensionCache()) { this.initDimensions(); this.setCoords(); } this._removeExtraneousStyles(); }, /** * insert characters at start position, before start position. * start equal 1 it means the text get inserted between actual grapheme 0 and 1 * if style array is provided, it must be as the same length of text in graphemes * if end is provided and is bigger than start, old text is replaced. * start/end ar per grapheme position in _text array. * * @param {String} text text to insert * @param {Array} style array of style objects * @param {Number} start * @param {Number} end default to start + 1 */ insertChars: function(text, style, start, end) { if (typeof end === 'undefined') { end = start; } if (end > start) { this.removeStyleFromTo(start, end); } var graphemes = fabric.util.string.graphemeSplit(text); this.insertNewStyleBlock(graphemes, start, style); this._text = [].concat(this._text.slice(0, start), graphemes, this._text.slice(end)); this.text = this._text.join(''); this.set('dirty', true); if (this._shouldClearDimensionCache()) { this.initDimensions(); this.setCoords(); } this._removeExtraneousStyles(); }, }); /* _TO_SVG_START_ */ (function() { var toFixed = fabric.util.toFixed, multipleSpacesRegex = / +/g; fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ { /** * Returns SVG representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ _toSVG: function() { var offsets = this._getSVGLeftTopOffsets(), textAndBg = this._getSVGTextAndBg(offsets.textTop, offsets.textLeft); return this._wrapSVGTextAndBg(textAndBg); }, /** * Returns svg representation of an instance * @param {Function} [reviver] Method for further parsing of svg representation. * @return {String} svg representation of an instance */ toSVG: function(reviver) { return this._createBaseSVGMarkup( this._toSVG(), { reviver: reviver, noStyle: true, withShadow: true } ); }, /** * @private */ _getSVGLeftTopOffsets: function() { return { textLeft: -this.width / 2, textTop: -this.height / 2, lineTop: this.getHeightOfLine(0) }; }, /** * @private */ _wrapSVGTextAndBg: function(textAndBg) { var noShadow = true, textDecoration = this.getSvgTextDecoration(this); return [ textAndBg.textBgRects.join(''), '\t\t', textAndBg.textSpans.join(''), '\n' ]; }, /** * @private * @param {Number} textTopOffset Text top offset * @param {Number} textLeftOffset Text left offset * @return {Object} */ _getSVGTextAndBg: function(textTopOffset, textLeftOffset) { var textSpans = [], textBgRects = [], height = textTopOffset, lineOffset; // bounding-box background this._setSVGBg(textBgRects); // text and text-background for (var i = 0, len = this._textLines.length; i < len; i++) { lineOffset = this._getLineLeftOffset(i); if (this.textBackgroundColor || this.styleHas('textBackgroundColor', i)) { this._setSVGTextLineBg(textBgRects, i, textLeftOffset + lineOffset, height); } this._setSVGTextLineText(textSpans, i, textLeftOffset + lineOffset, height); height += this.getHeightOfLine(i); } return { textSpans: textSpans, textBgRects: textBgRects }; }, /** * @private */ _createTextCharSpan: function(_char, styleDecl, left, top) { var shouldUseWhitespace = _char !== _char.trim() || _char.match(multipleSpacesRegex), styleProps = this.getSvgSpanStyles(styleDecl, shouldUseWhitespace), fillStyles = styleProps ? 'style="' + styleProps + '"' : '', dy = styleDecl.deltaY, dySpan = '', NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS; if (dy) { dySpan = ' dy="' + toFixed(dy, NUM_FRACTION_DIGITS) + '" '; } return [ '', fabric.util.string.escapeXml(_char), '' ].join(''); }, _setSVGTextLineText: function(textSpans, lineIndex, textLeftOffset, textTopOffset) { // set proper line offset var lineHeight = this.getHeightOfLine(lineIndex), isJustify = this.textAlign.indexOf('justify') !== -1, actualStyle, nextStyle, charsToRender = '', charBox, style, boxWidth = 0, line = this._textLines[lineIndex], timeToRender; textTopOffset += lineHeight * (1 - this._fontSizeFraction) / this.lineHeight; for (var i = 0, len = line.length - 1; i <= len; i++) { timeToRender = i === len || this.charSpacing; charsToRender += line[i]; charBox = this.__charBounds[lineIndex][i]; if (boxWidth === 0) { textLeftOffset += 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, true); } if (timeToRender) { style = this._getStyleDeclaration(lineIndex, i) || { }; textSpans.push(this._createTextCharSpan(charsToRender, style, textLeftOffset, textTopOffset)); charsToRender = ''; actualStyle = nextStyle; textLeftOffset += boxWidth; boxWidth = 0; } } }, _pushTextBgRect: function(textBgRects, color, left, top, width, height) { var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS; textBgRects.push( '\t\t\n'); }, _setSVGTextLineBg: function(textBgRects, i, leftOffset, textTopOffset) { var line = this._textLines[i], heightOfLine = this.getHeightOfLine(i) / this.lineHeight, boxWidth = 0, boxStart = 0, charBox, currentColor, 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 (currentColor !== lastColor) { lastColor && this._pushTextBgRect(textBgRects, lastColor, leftOffset + boxStart, textTopOffset, boxWidth, heightOfLine); boxStart = charBox.left; boxWidth = charBox.width; lastColor = currentColor; } else { boxWidth += charBox.kernedWidth; } } currentColor && this._pushTextBgRect(textBgRects, currentColor, leftOffset + boxStart, textTopOffset, boxWidth, heightOfLine); }, /** * Adobe Illustrator (at least CS5) is unable to render rgba()-based fill values * we work around it by "moving" alpha channel into opacity attribute and setting fill's alpha to 1 * * @private * @param {*} value * @return {String} */ _getFillAttributes: function(value) { var fillColor = (value && typeof value === 'string') ? new fabric.Color(value) : ''; if (!fillColor || !fillColor.getSource() || fillColor.getAlpha() === 1) { return 'fill="' + value + '"'; } return 'opacity="' + fillColor.getAlpha() + '" fill="' + fillColor.setAlpha(1).toRgb() + '"'; }, /** * @private */ _getSVGLineTopOffset: function(lineIndex) { var lineTopOffset = 0, lastHeight = 0; for (var j = 0; j < lineIndex; j++) { lineTopOffset += this.getHeightOfLine(j); } lastHeight = this.getHeightOfLine(j); return { lineTop: lineTopOffset, offset: (this._fontSizeMult - this._fontSizeFraction) * lastHeight / (this.lineHeight * this._fontSizeMult) }; }, /** * Returns styles-string for svg-export * @param {Boolean} skipShadow a boolean to skip shadow filter output * @return {String} */ getSvgStyles: function(skipShadow) { var svgStyle = fabric.Object.prototype.getSvgStyles.call(this, skipShadow); return svgStyle + ' white-space: pre;'; }, }); })(); /* _TO_SVG_END_ */ (function(global) { 'use strict'; var fabric = global.fabric || (global.fabric = {}); /** * Textbox class, based on IText, allows the user to resize the text rectangle * and wraps lines automatically. Textboxes have their Y scaling locked, the * user can only change width. Height is adjusted automatically based on the * wrapping of lines. * @class fabric.Textbox * @extends fabric.IText * @mixes fabric.Observable * @return {fabric.Textbox} thisArg * @see {@link fabric.Textbox#initialize} for constructor definition */ fabric.Textbox = fabric.util.createClass(fabric.IText, fabric.Observable, { /** * Type of an object * @type String * @default */ type: 'textbox', /** * Minimum width of textbox, in pixels. * @type Number * @default */ minWidth: 20, /** * Minimum calculated width of a textbox, in pixels. * fixed to 2 so that an empty textbox cannot go to 0 * and is still selectable without text. * @type Number * @default */ dynamicMinWidth: 2, /** * Cached array of text wrapping. * @type Array */ __cachedLines: null, /** * Override standard Object class values */ lockScalingFlip: true, /** * Override standard Object class values * Textbox needs this on false */ noScaleCache: false, /** * Properties which when set cause object to change dimensions * @type Object * @private */ _dimensionAffectingProps: fabric.Text.prototype._dimensionAffectingProps.concat('width'), /** * Use this regular expression to split strings in breakable lines * @private */ _wordJoiners: /[ \t\r]/, /** * Use this boolean property in order to split strings that have no white space concept. * this is a cheap way to help with chinese/japanese * @type Boolean * @since 2.6.0 */ splitByGrapheme: false, /** * Unlike superclass's version of this function, Textbox does not update * its width. * @private * @override */ initDimensions: function() { if (this.__skipDimension) { return; } this.isEditing && this.initDelayedCursor(); this.clearContextTop(); this._clearCache(); // clear dynamicMinWidth as it will be different after we re-wrap line this.dynamicMinWidth = 0; // wrap lines this._styleMap = this._generateStyleMap(this._splitText()); // if after wrapping, the width is smaller than dynamicMinWidth, change the width and re-wrap if (this.dynamicMinWidth > this.width) { this._set('width', this.dynamicMinWidth); } if (this.textAlign.indexOf('justify') !== -1) { // once text is measured we need to make space fatter to make justified text. this.enlargeSpaces(); } // clear cache and re-calculate height this.height = this.calcTextHeight(); this.saveState({ propertySet: '_dimensionAffectingProps' }); }, /** * Generate an object that translates the style object so that it is * broken up by visual lines (new lines and automatic wrapping). * The original text styles object is broken up by actual lines (new lines only), * which is only sufficient for Text / IText * @private */ _generateStyleMap: function(textInfo) { var realLineCount = 0, realLineCharCount = 0, charCount = 0, map = {}; for (var i = 0; i < textInfo.graphemeLines.length; i++) { if (textInfo.graphemeText[charCount] === '\n' && i > 0) { realLineCharCount = 0; charCount++; realLineCount++; } else if (!this.splitByGrapheme && this._reSpaceAndTab.test(textInfo.graphemeText[charCount]) && i > 0) { // this case deals with space's that are removed from end of lines when wrapping realLineCharCount++; charCount++; } map[i] = { line: realLineCount, offset: realLineCharCount }; charCount += textInfo.graphemeLines[i].length; realLineCharCount += textInfo.graphemeLines[i].length; } return map; }, /** * Returns true if object has a style property or has it on a specified line * @param {Number} lineIndex * @return {Boolean} */ styleHas: function(property, lineIndex) { if (this._styleMap && !this.isWrapping) { var map = this._styleMap[lineIndex]; if (map) { lineIndex = map.line; } } return fabric.Text.prototype.styleHas.call(this, property, lineIndex); }, /** * 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; } var offset = 0, nextLineIndex = lineIndex + 1, nextOffset, obj, shouldLimit = false, map = this._styleMap[lineIndex], mapNextLine = this._styleMap[lineIndex + 1]; if (map) { lineIndex = map.line; offset = map.offset; } if (mapNextLine) { nextLineIndex = mapNextLine.line; shouldLimit = nextLineIndex === lineIndex; nextOffset = mapNextLine.offset; } obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] }; for (var p1 in obj) { for (var p2 in obj[p1]) { if (p2 >= offset && (!shouldLimit || p2 < nextOffset)) { // eslint-disable-next-line no-unused-vars for (var p3 in obj[p1][p2]) { return false; } } } } return true; }, /** * @param {Number} lineIndex * @param {Number} charIndex * @private */ _getStyleDeclaration: function(lineIndex, charIndex) { if (this._styleMap && !this.isWrapping) { var map = this._styleMap[lineIndex]; if (!map) { return null; } lineIndex = map.line; charIndex = map.offset + charIndex; } return this.callSuper('_getStyleDeclaration', lineIndex, charIndex); }, /** * @param {Number} lineIndex * @param {Number} charIndex * @param {Object} style * @private */ _setStyleDeclaration: function(lineIndex, charIndex, style) { var map = this._styleMap[lineIndex]; lineIndex = map.line; charIndex = map.offset + charIndex; this.styles[lineIndex][charIndex] = style; }, /** * @param {Number} lineIndex * @param {Number} charIndex * @private */ _deleteStyleDeclaration: function(lineIndex, charIndex) { var map = this._styleMap[lineIndex]; lineIndex = map.line; charIndex = map.offset + charIndex; delete this.styles[lineIndex][charIndex]; }, /** * probably broken need a fix * Returns the real style line that correspond to the wrapped lineIndex line * Used just to verify if the line does exist or not. * @param {Number} lineIndex * @returns {Boolean} if the line exists or not * @private */ _getLineStyle: function(lineIndex) { var map = this._styleMap[lineIndex]; return !!this.styles[map.line]; }, /** * Set the line style to an empty object so that is initialized * @param {Number} lineIndex * @param {Object} style * @private */ _setLineStyle: function(lineIndex) { var map = this._styleMap[lineIndex]; this.styles[map.line] = {}; }, /** * Wraps text using the 'width' property of Textbox. First this function * splits text on newlines, so we preserve newlines entered by the user. * Then it wraps each line using the width of the Textbox by calling * _wrapLine(). * @param {Array} lines The string array of text that is split into lines * @param {Number} desiredWidth width you want to wrap to * @returns {Array} Array of lines */ _wrapText: function(lines, desiredWidth) { var wrapped = [], i; this.isWrapping = true; for (i = 0; i < lines.length; i++) { wrapped = wrapped.concat(this._wrapLine(lines[i], i, desiredWidth)); } this.isWrapping = false; return wrapped; }, /** * Helper function to measure a string of text, given its lineIndex and charIndex offset * it gets called when charBounds are not available yet. * @param {CanvasRenderingContext2D} ctx * @param {String} text * @param {number} lineIndex * @param {number} charOffset * @returns {number} * @private */ _measureWord: function(word, lineIndex, charOffset) { var width = 0, prevGrapheme, skipLeft = true; charOffset = charOffset || 0; for (var i = 0, len = word.length; i < len; i++) { var box = this._getGraphemeBox(word[i], lineIndex, i + charOffset, prevGrapheme, skipLeft); width += box.kernedWidth; prevGrapheme = word[i]; } return width; }, /** * Wraps a line of text using the width of the Textbox and a context. * @param {Array} line The grapheme array that represent the line * @param {Number} lineIndex * @param {Number} desiredWidth width you want to wrap the line to * @param {Number} reservedSpace space to remove from wrapping for custom functionalities * @returns {Array} Array of line(s) into which the given text is wrapped * to. */ _wrapLine: function(_line, lineIndex, desiredWidth, reservedSpace) { var lineWidth = 0, splitByGrapheme = this.splitByGrapheme, graphemeLines = [], line = [], // spaces in different languages? words = splitByGrapheme ? fabric.util.string.graphemeSplit(_line) : _line.split(this._wordJoiners), word = '', offset = 0, infix = splitByGrapheme ? '' : ' ', wordWidth = 0, infixWidth = 0, largestWordWidth = 0, lineJustStarted = true, additionalSpace = this._getWidthOfCharSpacing(), reservedSpace = reservedSpace || 0; // fix a difference between split and graphemeSplit if (words.length === 0) { words.push([]); } desiredWidth -= reservedSpace; for (var i = 0; i < words.length; i++) { // if using splitByGrapheme words are already in graphemes. word = splitByGrapheme ? words[i] : fabric.util.string.graphemeSplit(words[i]); wordWidth = this._measureWord(word, lineIndex, offset); offset += word.length; lineWidth += infixWidth + wordWidth - additionalSpace; if (lineWidth > desiredWidth && !lineJustStarted) { graphemeLines.push(line); line = []; lineWidth = wordWidth; lineJustStarted = true; } else { lineWidth += additionalSpace; } if (!lineJustStarted && !splitByGrapheme) { line.push(infix); } line = line.concat(word); infixWidth = splitByGrapheme ? 0 : this._measureWord([infix], lineIndex, offset); offset++; lineJustStarted = false; // keep track of largest word if (wordWidth > largestWordWidth) { largestWordWidth = wordWidth; } } i && graphemeLines.push(line); if (largestWordWidth + reservedSpace > this.dynamicMinWidth) { this.dynamicMinWidth = largestWordWidth - additionalSpace + reservedSpace; } return graphemeLines; }, /** * Detect if the text line is ended with an hard break * text and itext do not have wrapping, return false * @param {Number} lineIndex text to split * @return {Boolean} */ isEndOfWrapping: function(lineIndex) { if (!this._styleMap[lineIndex + 1]) { // is last line, return true; return true; } if (this._styleMap[lineIndex + 1].line !== this._styleMap[lineIndex].line) { // this is last line before a line break, return true; return true; } return false; }, /** * Detect if a line has a linebreak and so we need to account for it when moving * and counting style. * @return Number */ missingNewlineOffset: function(lineIndex) { if (this.splitByGrapheme) { return this.isEndOfWrapping(lineIndex) ? 1 : 0; } return 1; }, /** * Gets lines of text to render in the Textbox. This function calculates * text wrapping on the fly every time it is called. * @param {String} text text to split * @returns {Array} Array of lines in the Textbox. * @override */ _splitTextIntoLines: function(text) { var newText = fabric.Text.prototype._splitTextIntoLines.call(this, text), graphemeLines = this._wrapText(newText.lines, this.width), lines = new Array(graphemeLines.length); for (var i = 0; i < graphemeLines.length; i++) { lines[i] = graphemeLines[i].join(''); } newText.lines = lines; newText.graphemeLines = graphemeLines; return newText; }, getMinWidth: function() { return Math.max(this.minWidth, this.dynamicMinWidth); }, _removeExtraneousStyles: function() { var linesToKeep = {}; for (var prop in this._styleMap) { if (this._textLines[prop]) { linesToKeep[this._styleMap[prop].line] = 1; } } for (var prop in this.styles) { if (!linesToKeep[prop]) { delete this.styles[prop]; } } }, /** * Returns object representation of an instance * @method toObject * @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', ['minWidth', 'splitByGrapheme'].concat(propertiesToInclude)); } }); /** * Returns fabric.Textbox instance from an object representation * @static * @memberOf fabric.Textbox * @param {Object} object Object to create an instance from * @param {Function} [callback] Callback to invoke when an fabric.Textbox instance is created */ fabric.Textbox.fromObject = function(object, callback) { var styles = fabric.util.stylesFromArray(object.styles, object.text); //copy object to prevent mutation var objCopy = Object.assign({}, object, { styles: styles }); return fabric.Object._fromObject('Textbox', objCopy, callback, 'text'); }; })(typeof exports !== 'undefined' ? exports : this); (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', }); } })();