control.class.js
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(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 controll 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 vertivally. 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,
/**
* 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 {fabric.Object} object on which the control is displayed
* @return {Function}
*/
actionHandler: function(/* eventData, transformData, fabricObject */) { },
/**
* 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 {fabric.Object} object on which the control is displayed
* @return {Function}
*/
mouseDownHandler: function(/* eventData, transformData, fabricObject */) { },
/**
* 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 {fabric.Object} object on which the control is displayed
* @return {Function}
*/
mouseUpHandler: function(/* eventData, transformData, fabricObject */) { },
/**
* Returns control actionHandler
* @param {Event} eventData the native mouse event
* @param {Object} transformData properties of the current transform
* @param {fabric.Object} object on which the control is displayed
* @return {Function}
*/
getActionHandler: function(/* eventData, transformData, fabricObject */) {
return this.actionHandler;
},
/**
* Returns control mouseDown handler
* @param {Event} eventData the native mouse event
* @param {Object} transformData properties of the current transform
* @param {fabric.Object} object on which the control is displayed
* @return {Function}
*/
getMouseDownHandler: function(/* eventData, fabricObject, control */) {
return this.mouseDownHandler;
},
/**
* Returns control mouseUp handler
* @param {Event} eventData the native mouse event
* @param {Object} transformData properties of the current transform
* @param {fabric.Object} object on which the control is displayed
* @return {Function}
*/
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;
},
/**
* 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);