{"version":3,"file":"Control.mjs","sources":["../../../src/controls/Control.ts"],"sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\nimport type {\n  ControlActionHandler,\n  TPointerEvent,\n  TransformActionHandler,\n} from '../EventTypeDefs';\nimport { Intersection } from '../Intersection';\nimport { Point } from '../Point';\nimport { SCALE } from '../constants';\nimport type { InteractiveFabricObject } from '../shapes/Object/InteractiveObject';\nimport type { TCornerPoint, TDegree, TMat2D } from '../typedefs';\nimport {\n  createRotateMatrix,\n  createScaleMatrix,\n  createTranslateMatrix,\n  multiplyTransformMatrixArray,\n} from '../util/misc/matrix';\nimport type { ControlRenderingStyleOverride } from './controlRendering';\nimport { renderCircleControl, renderSquareControl } from './controlRendering';\n\nexport class Control {\n  /**\n   * keep track of control visibility.\n   * mainly for backward compatibility.\n   * if you do not want to see a control, you can remove it\n   * from the control set.\n   * @type {Boolean}\n   * @default true\n   */\n  visible = true;\n\n  /**\n   * Name of the action that the control will likely execute.\n   * This is optional. FabricJS uses to identify what the user is doing for some\n   * extra optimizations. If you are writing a custom control and you want to know\n   * somewhere else in the code what is going on, you can use this string here.\n   * you can also provide a custom getActionName if your control run multiple actions\n   * depending on some external state.\n   * default to scale since is the most common, used on 4 corners by default\n   * @type {String}\n   * @default 'scale'\n   */\n  actionName = SCALE;\n\n  /**\n   * Drawing angle of the control.\n   * NOT used for now, but name marked as needed for internal logic\n   * example: to reuse the same drawing function for different rotated controls\n   * @type {Number}\n   * @default 0\n   */\n  angle = 0;\n\n  /**\n   * Relative position of the control. X\n   * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n   * of the bounding box.\n   * @type {Number}\n   * @default 0\n   */\n  x = 0;\n\n  /**\n   * Relative position of the control. Y\n   * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n   * of the bounding box.\n   * @type {Number}\n   * @default 0\n   */\n  y = 0;\n\n  /**\n   * Horizontal offset of the control from the defined position. In pixels\n   * Positive offset moves the control to the right, negative to the left.\n   * It used when you want to have position of control that does not scale with\n   * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n   * the boundind box, with an offset of 30 pixels vertically. Those 30 pixels will\n   * stay 30 pixels no matter how the object is big. Another example is having 2\n   * controls in the corner, that stay in the same position when the object scale.\n   * of the bounding box.\n   * @type {Number}\n   * @default 0\n   */\n  offsetX = 0;\n\n  /**\n   * Vertical offset of the control from the defined position. In pixels\n   * Positive offset moves the control to the bottom, negative to the top.\n   * @type {Number}\n   * @default 0\n   */\n  offsetY = 0;\n\n  /**\n   * Sets the length of the control. If null, defaults to object's cornerSize.\n   * Expects both sizeX and sizeY to be set when set.\n   * @type {?Number}\n   * @default null\n   */\n  sizeX = 0;\n\n  /**\n   * Sets the height of the control. If null, defaults to object's cornerSize.\n   * Expects both sizeX and sizeY to be set when set.\n   * @type {?Number}\n   * @default null\n   */\n  sizeY = 0;\n\n  /**\n   * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n   * Expects both touchSizeX and touchSizeY to be set when set.\n   * @type {?Number}\n   * @default null\n   */\n  touchSizeX = 0;\n\n  /**\n   * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n   * Expects both touchSizeX and touchSizeY to be set when set.\n   * @type {?Number}\n   * @default null\n   */\n  touchSizeY = 0;\n\n  /**\n   * Css cursor style to display when the control is hovered.\n   * if the method `cursorStyleHandler` is provided, this property is ignored.\n   * @type {String}\n   * @default 'crosshair'\n   */\n  cursorStyle = 'crosshair';\n\n  /**\n   * If controls has an offsetY or offsetX, draw a line that connects\n   * the control to the bounding box\n   * @type {Boolean}\n   * @default false\n   */\n  withConnection = false;\n\n  constructor(options?: Partial<Control>) {\n    Object.assign(this, options);\n  }\n\n  /**\n   * The control actionHandler, provide one to handle action ( control being moved )\n   * @param {Event} eventData the native mouse event\n   * @param {Transform} transformData properties of the current transform\n   * @param {Number} x x position of the cursor\n   * @param {Number} y y position of the cursor\n   * @return {Boolean} true if the action/event modified the object\n   */\n  declare actionHandler: TransformActionHandler;\n\n  /**\n   * The control handler for mouse down, provide one to handle mouse down on control\n   * @param {Event} eventData the native mouse event\n   * @param {Transform} transformData properties of the current transform\n   * @param {Number} x x position of the cursor\n   * @param {Number} y y position of the cursor\n   * @return {Boolean} true if the action/event modified the object\n   */\n  declare mouseDownHandler?: ControlActionHandler;\n\n  /**\n   * The control mouseUpHandler, provide one to handle an effect on mouse up.\n   * @param {Event} eventData the native mouse event\n   * @param {Transform} transformData properties of the current transform\n   * @param {Number} x x position of the cursor\n   * @param {Number} y y position of the cursor\n   * @return {Boolean} true if the action/event modified the object\n   */\n  declare mouseUpHandler?: ControlActionHandler;\n\n  shouldActivate(\n    controlKey: string,\n    fabricObject: InteractiveFabricObject,\n    pointer: Point,\n    { tl, tr, br, bl }: TCornerPoint,\n  ) {\n    // TODO: locking logic can be handled here instead of in the control handler logic\n    return (\n      fabricObject.canvas?.getActiveObject() === fabricObject &&\n      fabricObject.isControlVisible(controlKey) &&\n      Intersection.isPointInPolygon(pointer, [tl, tr, br, bl])\n    );\n  }\n\n  /**\n   * Returns control actionHandler\n   * @param {Event} eventData the native mouse event\n   * @param {FabricObject} fabricObject on which the control is displayed\n   * @param {Control} control control for which the action handler is being asked\n   * @return {Function} the action handler\n   */\n  getActionHandler(\n    eventData: TPointerEvent,\n    fabricObject: InteractiveFabricObject,\n    control: Control,\n  ): TransformActionHandler | undefined {\n    return this.actionHandler;\n  }\n\n  /**\n   * Returns control mouseDown handler\n   * @param {Event} eventData the native mouse event\n   * @param {FabricObject} fabricObject on which the control is displayed\n   * @param {Control} control control for which the action handler is being asked\n   * @return {Function} the action handler\n   */\n  getMouseDownHandler(\n    eventData: TPointerEvent,\n    fabricObject: InteractiveFabricObject,\n    control: Control,\n  ): ControlActionHandler | undefined {\n    return this.mouseDownHandler;\n  }\n\n  /**\n   * Returns control mouseUp handler.\n   * During actions the fabricObject or the control can be of different obj\n   * @param {Event} eventData the native mouse event\n   * @param {FabricObject} fabricObject on which the control is displayed\n   * @param {Control} control control for which the action handler is being asked\n   * @return {Function} the action handler\n   */\n  getMouseUpHandler(\n    eventData: TPointerEvent,\n    fabricObject: InteractiveFabricObject,\n    control: Control,\n  ): ControlActionHandler | undefined {\n    return this.mouseUpHandler;\n  }\n\n  /**\n   * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n   * function you can pass one in the constructor\n   * the cursorStyle property\n   * @param {Event} eventData the native mouse event\n   * @param {Control} control the current control ( likely this)\n   * @param {FabricObject} object on which the control is displayed\n   * @return {String}\n   */\n  cursorStyleHandler(\n    eventData: TPointerEvent,\n    control: Control,\n    fabricObject: InteractiveFabricObject,\n  ) {\n    return control.cursorStyle;\n  }\n\n  /**\n   * Returns the action name. The basic implementation just return the actionName property.\n   * @param {Event} eventData the native mouse event\n   * @param {Control} control the current control ( likely this)\n   * @param {FabricObject} object on which the control is displayed\n   * @return {String}\n   */\n  getActionName(\n    eventData: TPointerEvent,\n    control: Control,\n    fabricObject: InteractiveFabricObject,\n  ) {\n    return control.actionName;\n  }\n\n  /**\n   * Returns controls visibility\n   * @param {FabricObject} object on which the control is displayed\n   * @param {String} controlKey key where the control is memorized on the\n   * @return {Boolean}\n   */\n  getVisibility(fabricObject: InteractiveFabricObject, controlKey: string) {\n    return fabricObject._controlsVisibility?.[controlKey] ?? this.visible;\n  }\n\n  /**\n   * Sets controls visibility\n   * @param {Boolean} visibility for the object\n   * @return {Void}\n   */\n  setVisibility(\n    visibility: boolean,\n    name: string,\n    fabricObject: InteractiveFabricObject,\n  ) {\n    this.visible = visibility;\n  }\n\n  positionHandler(\n    dim: Point,\n    finalMatrix: TMat2D,\n    fabricObject: InteractiveFabricObject,\n    currentControl: Control,\n  ) {\n    return new Point(\n      this.x * dim.x + this.offsetX,\n      this.y * dim.y + this.offsetY,\n    ).transform(finalMatrix);\n  }\n\n  /**\n   * Returns the coords for this control based on object values.\n   * @param {Number} objectAngle angle from the fabric object holding the control\n   * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n   *   isTouch is true)\n   * @param {Number} centerX x coordinate where the control center should be\n   * @param {Number} centerY y coordinate where the control center should be\n   * @param {boolean} isTouch true if touch corner, false if normal corner\n   */\n  calcCornerCoords(\n    angle: TDegree,\n    objectCornerSize: number,\n    centerX: number,\n    centerY: number,\n    isTouch: boolean,\n    fabricObject: InteractiveFabricObject,\n  ) {\n    const t = multiplyTransformMatrixArray([\n      createTranslateMatrix(centerX, centerY),\n      createRotateMatrix({ angle }),\n      createScaleMatrix(\n        (isTouch ? this.touchSizeX : this.sizeX) || objectCornerSize,\n        (isTouch ? this.touchSizeY : this.sizeY) || objectCornerSize,\n      ),\n    ]);\n    return {\n      tl: new Point(-0.5, -0.5).transform(t),\n      tr: new Point(0.5, -0.5).transform(t),\n      br: new Point(0.5, 0.5).transform(t),\n      bl: new Point(-0.5, 0.5).transform(t),\n    };\n  }\n\n  /**\n   * Render function for the control.\n   * When this function runs the context is unscaled. unrotate. Just retina scaled.\n   * all the functions will have to translate to the point left,top before starting Drawing\n   * if they want to draw a control where the position is detected.\n   * left and top are the result of the positionHandler function\n   * @param {RenderingContext2D} ctx the context where the control will be drawn\n   * @param {Number} left position of the canvas where we are about to render the control.\n   * @param {Number} top position of the canvas where we are about to render the control.\n   * @param {Object} styleOverride\n   * @param {FabricObject} fabricObject the object where the control is about to be rendered\n   */\n  render(\n    ctx: CanvasRenderingContext2D,\n    left: number,\n    top: number,\n    styleOverride: ControlRenderingStyleOverride | undefined,\n    fabricObject: InteractiveFabricObject,\n  ) {\n    styleOverride = styleOverride || {};\n    switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n      case 'circle':\n        renderCircleControl.call(\n          this,\n          ctx,\n          left,\n          top,\n          styleOverride,\n          fabricObject,\n        );\n        break;\n      default:\n        renderSquareControl.call(\n          this,\n          ctx,\n          left,\n          top,\n          styleOverride,\n          fabricObject,\n        );\n    }\n  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