object.class.js
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(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,
supportsLineDash = fabric.StaticCanvas.supports('setLineDash'),
objectCaching = !fabric.isLikelyNode,
ALIASING_LIMIT = 2;
if (fabric.Object) {
return;
}
/**
* Root object class from which all 2d shape classes inherit from
* @class fabric.Object
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}
* @see {@link fabric.Object#initialize} for constructor definition
*
* @fires added
* @fires removed
*
* @fires selected
* @fires deselected
* @fires modified
* @fires modified
* @fires moved
* @fires scaled
* @fires rotated
* @fires skewed
*
* @fires rotating
* @fires scaling
* @fires moving
* @fires skewing
*
* @fires mousedown
* @fires mouseup
* @fires mouseover
* @fires mouseout
* @fires mousewheel
* @fires mousedblclick
*
* @fires dragover
* @fires dragenter
* @fires dragleave
* @fires drop
*/
fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {
/**
* Type of an object (rect, circle, path, etc.).
* Note that this property is meant to be read-only and not meant to be modified.
* If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.
* @type String
* @default
*/
type: 'object',
/**
* Horizontal origin of transformation of an object (one of "left", "right", "center")
* See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups
* @type String
* @default
*/
originX: 'left',
/**
* Vertical origin of transformation of an object (one of "top", "bottom", "center")
* See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups
* @type String
* @default
*/
originY: 'top',
/**
* Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}
* @type Number
* @default
*/
top: 0,
/**
* Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}
* @type Number
* @default
*/
left: 0,
/**
* Object width
* @type Number
* @default
*/
width: 0,
/**
* Object height
* @type Number
* @default
*/
height: 0,
/**
* Object scale factor (horizontal)
* @type Number
* @default
*/
scaleX: 1,
/**
* Object scale factor (vertical)
* @type Number
* @default
*/
scaleY: 1,
/**
* When true, an object is rendered as flipped horizontally
* @type Boolean
* @default
*/
flipX: false,
/**
* When true, an object is rendered as flipped vertically
* @type Boolean
* @default
*/
flipY: false,
/**
* Opacity of an object
* @type Number
* @default
*/
opacity: 1,
/**
* Angle of rotation of an object (in degrees)
* @type Number
* @default
*/
angle: 0,
/**
* Angle of skew on x axes of an object (in degrees)
* @type Number
* @default
*/
skewX: 0,
/**
* Angle of skew on y axes of an object (in degrees)
* @type Number
* @default
*/
skewY: 0,
/**
* Size of object's controlling corners (in pixels)
* @type Number
* @default
*/
cornerSize: 13,
/**
* Size of object's controlling corners when touch interaction is detected
* @type Number
* @default
*/
touchCornerSize: 24,
/**
* When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)
* @type Boolean
* @default
*/
transparentCorners: true,
/**
* Default cursor value used when hovering over this object on canvas
* @type String
* @default
*/
hoverCursor: null,
/**
* Default cursor value used when moving this object on canvas
* @type String
* @default
*/
moveCursor: null,
/**
* Padding between object and its controlling borders (in pixels)
* @type Number
* @default
*/
padding: 0,
/**
* Color of controlling borders of an object (when it's active)
* @type String
* @default
*/
borderColor: 'rgb(178,204,255)',
/**
* Array specifying dash pattern of an object's borders (hasBorder must be true)
* @since 1.6.2
* @type Array
*/
borderDashArray: null,
/**
* Color of controlling corners of an object (when it's active)
* @type String
* @default
*/
cornerColor: 'rgb(178,204,255)',
/**
* Color of controlling corners of an object (when it's active and transparentCorners false)
* @since 1.6.2
* @type String
* @default
*/
cornerStrokeColor: null,
/**
* Specify style of control, 'rect' or 'circle'
* @since 1.6.2
* @type String
*/
cornerStyle: 'rect',
/**
* Array specifying dash pattern of an object's control (hasBorder must be true)
* @since 1.6.2
* @type Array
*/
cornerDashArray: null,
/**
* When true, this object will use center point as the origin of transformation
* when being scaled via the controls.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
centeredScaling: false,
/**
* When true, this object will use center point as the origin of transformation
* when being rotated via the controls.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
centeredRotation: true,
/**
* Color of object's fill
* takes css colors https://www.w3.org/TR/css-color-3/
* @type String
* @default
*/
fill: 'rgb(0,0,0)',
/**
* Fill rule used to fill an object
* accepted values are nonzero, evenodd
* <b>Backwards incompatibility note:</b> This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)
* @type String
* @default
*/
fillRule: 'nonzero',
/**
* Composite rule used for canvas globalCompositeOperation
* @type String
* @default
*/
globalCompositeOperation: 'source-over',
/**
* Background color of an object.
* takes css colors https://www.w3.org/TR/css-color-3/
* @type String
* @default
*/
backgroundColor: '',
/**
* Selection Background color of an object. colored layer behind the object when it is active.
* does not mix good with globalCompositeOperation methods.
* @type String
* @default
*/
selectionBackgroundColor: '',
/**
* When defined, an object is rendered via stroke and this property specifies its color
* takes css colors https://www.w3.org/TR/css-color-3/
* @type String
* @default
*/
stroke: null,
/**
* Width of a stroke used to render this object
* @type Number
* @default
*/
strokeWidth: 1,
/**
* Array specifying dash pattern of an object's stroke (stroke must be defined)
* @type Array
*/
strokeDashArray: null,
/**
* Line offset of an object's stroke
* @type Number
* @default
*/
strokeDashOffset: 0,
/**
* Line endings style of an object's stroke (one of "butt", "round", "square")
* @type String
* @default
*/
strokeLineCap: 'butt',
/**
* Corner style of an object's stroke (one of "bevil", "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 tickness
* 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.
* 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',
/**
* 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 (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) {
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];
}
var isArray = Object.prototype.toString.call(object[prop]) === '[object Array]' &&
Object.prototype.toString.call(prototype[prop]) === '[object Array]';
// basically a check for [] === []
if (isArray && object[prop].length === 0 && prototype[prop].length === 0) {
delete object[prop];
}
});
return object;
},
/**
* Returns a string representation of an instance
* @return {String}
*/
toString: function() {
return '#<fabric.' + capitalize(this.type) + '>';
},
/**
* Return the object scale factor counting also the group scaling
* @return {Object} object with scaleX and scaleY properties
*/
getObjectScaling: function() {
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._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.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 aproximation 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 aproximation 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
*/
drawClipPathOnCache: function(ctx) {
var path = this.clipPath;
ctx.save();
// DEBUG: uncomment this line, comment the following
// ctx.globalAlpha = 0.4
if (path.inverted) {
ctx.globalCompositeOperation = 'destination-out';
}
else {
ctx.globalCompositeOperation = 'destination-in';
}
//ctx.scale(1 / 2, 1 / 2);
if (path.absolutePositioned) {
var m = fabric.util.invertTransform(this.calcTransformMatrix());
ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
}
path.transform(ctx);
ctx.scale(1 / path.zoomX, 1 / path.zoomY);
ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.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._setStrokeStyles(ctx, this);
this._setFillStyles(ctx, this);
}
this._render(ctx);
this._drawClipPath(ctx);
this.fill = originalFill;
this.stroke = originalStroke;
},
_drawClipPath: function(ctx) {
var path = this.clipPath;
if (!path) { return; }
// needed to setup a couple of variables
// path canvas gets overridden with this one.
// TODO find a better solution?
path.canvas = this.canvas;
path.shouldCache();
path._transformDone = true;
path.renderCache({ forClipping: true });
this.drawClipPathOnCache(ctx);
},
/**
* 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 && !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 && !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) {
if (decl.stroke) {
ctx.lineWidth = decl.strokeWidth;
ctx.lineCap = decl.strokeLineCap;
ctx.lineDashOffset = decl.strokeDashOffset;
ctx.lineJoin = decl.strokeLineJoin;
ctx.miterLimit = decl.strokeMiterLimit;
ctx.strokeStyle = decl.stroke.toLive
? decl.stroke.toLive(ctx, this)
: decl.stroke;
}
},
_setFillStyles: function(ctx, decl) {
if (decl.fill) {
ctx.fillStyle = decl.fill.toLive
? decl.fill.toLive(ctx, this)
: decl.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
* @param {Function} alternative function to call if browser does not support lineDash
*/
_setLineDash: function(ctx, dashArray, alternative) {
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);
}
if (supportsLineDash) {
ctx.setLineDash(dashArray);
}
else {
alternative && alternative(ctx);
}
},
/**
* Renders controls and borders for the object
* @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 (styleOverride.forActiveSelection) {
ctx.rotate(degreesToRadians(options.angle));
drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);
}
else {
ctx.rotate(degreesToRadians(this.angle));
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._applyPatternGradientTransform(ctx, this.fill);
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._renderDashedStroke);
if (this.stroke.toLive && this.stroke.gradientUnits === 'percentage') {
// 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, this.stroke);
}
else {
this._applyPatternGradientTransform(ctx, this.stroke);
}
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
* could make use of both toDataUrl or toCanvasElement.
* @param {Function} callback callback, invoked with an instance as a first argument
* @param {Object} [options] for clone as image, passed to toDataURL
* @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 {fabric.Object} thisArg
*/
cloneAsImage: function(callback, options) {
var canvasEl = this.toCanvasElement(options);
if (callback) {
callback(new fabric.Image(canvasEl));
}
return this;
},
/**
* Converts an object into a HTMLCanvas element
* @param {Object} options Options object
* @param {Number} [options.multiplier=1] Multiplier to scale by
* @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
* @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
* @param {Number} [options.width] Cropping width. Introduced in v1.2.14
* @param {Number} [options.height] Cropping height. Introduced in v1.2.14
* @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
* @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
* @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
* @return {HTMLCanvasElement} Returns DOM element <canvas> with the fabric.Object
*/
toCanvasElement: function(options) {
options || (options = { });
var utils = fabric.util, origParams = utils.saveObjectTransform(this),
originalGroup = this.group,
originalShadow = this.shadow, abs = Math.abs,
multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);
delete this.group;
if (options.withoutTransform) {
utils.resetObjectTransform(this);
}
if (options.withoutShadow) {
this.shadow = null;
}
var el = fabric.util.createCanvasElement(),
// skip canvas zoom and calculate with setCoords now.
boundingRect = this.getBoundingRect(true, true),
shadow = this.shadow, scaling,
shadowOffset = { x: 0, y: 0 }, shadowBlur,
width, height;
if (shadow) {
shadowBlur = shadow.blur;
if (shadow.nonScaling) {
scaling = { scaleX: 1, scaleY: 1 };
}
else {
scaling = this.getObjectScaling();
}
// consider non scaling shadow.
shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));
shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));
}
width = boundingRect.width + shadowOffset.x;
height = boundingRect.height + shadowOffset.y;
// if the current width/height is not an integer
// we need to make it so.
el.width = Math.ceil(width);
el.height = Math.ceil(height);
var canvas = new fabric.StaticCanvas(el, {
enableRetinaScaling: false,
renderOnAddRemove: false,
skipOffscreen: false,
});
if (options.format === 'jpeg') {
canvas.backgroundColor = '#fff';
}
this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');
var originalCanvas = this.canvas;
canvas.add(this);
var canvasEl = canvas.toCanvasElement(multiplier || 1, options);
this.shadow = originalShadow;
this.set('canvas', originalCanvas);
if (originalGroup) {
this.group = originalGroup;
}
this.set(origParams).setCoords();
// canvas.dispose will call image.dispose that will nullify the elements
// since this canvas is a simple element for the process, we remove references
// to objects in this way in order to avoid object trashing.
canvas._objects = [];
canvas.dispose();
canvas = null;
return canvasEl;
},
/**
* Converts an object into a data-url-like string
* @param {Object} options Options object
* @param {String} [options.format=png] The format of the output image. Either "jpeg" or "png"
* @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.
* @param {Number} [options.multiplier=1] Multiplier to scale by
* @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
* @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
* @param {Number} [options.width] Cropping width. Introduced in v1.2.14
* @param {Number} [options.height] Cropping height. Introduced in v1.2.14
* @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
* @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
* @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
* @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format
*/
toDataURL: function(options) {
options || (options = { });
return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);
},
/**
* Returns true if specified type is identical to the type of an instance
* @param {String} type Type to check against
* @return {Boolean}
*/
isType: function(type) {
return 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;
}
}
});
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;
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.enlivenObjects([object.clipPath], function(enlivedProps) {
object.clipPath = enlivedProps[0];
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);