import type { ControlActionHandler, TPointerEvent, TransformActionHandler } from '../EventTypeDefs';
import { Point } from '../Point';
import type { InteractiveFabricObject, TOCoord } from '../shapes/Object/InteractiveObject';
import type { TCornerPoint, TDegree, TMat2D, TOriginX, TOriginY } from '../typedefs';
import type { ControlRenderingStyleOverride } from './controlRendering';
export declare class Control {
    /**
     * keep track of control visibility.
     * mainly for backward compatibility.
     * if you do not want to see a control, you can remove it
     * from the control set.
     * @type {Boolean}
     * @default true
     */
    visible: boolean;
    /**
     * 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: string;
    /**
     * 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: number;
    /**
     * 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: number;
    /**
     * 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: number;
    /**
     * 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 boundind box, 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: number;
    /**
     * 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: number;
    /**
     * 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: number;
    /**
     * 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: number;
    /**
     * 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: number;
    /**
     * 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: number;
    /**
     * 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: string;
    /**
     * If controls has an offsetY or offsetX, draw a line that connects
     * the control to the bounding box
     * @type {Boolean}
     * @default false
     */
    withConnection: boolean;
    transformAnchorPoint?: {
        x: TOriginX;
        y: TOriginY;
    };
    constructor(options?: Partial<Control>);
    getTransformAnchorPoint(): {
        x: TOriginX;
        y: TOriginY;
    };
    /**
     * The control actionHandler, provide one to handle action ( control being moved )
     * @param {Event} eventData the native mouse event
     * @param {Transform} 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: TransformActionHandler;
    /**
     * The control handler for mouse down, provide one to handle mouse down on control
     * @param {Event} eventData the native mouse event
     * @param {Transform} 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?: ControlActionHandler;
    /**
     * The control mouseUpHandler, provide one to handle an effect on mouse up.
     * @param {Event} eventData the native mouse event
     * @param {Transform} 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?: ControlActionHandler;
    shouldActivate(controlKey: string, fabricObject: InteractiveFabricObject, pointer: Point, { tl, tr, br, bl }: TCornerPoint): boolean;
    /**
     * Returns control actionHandler
     * @param {Event} eventData the native mouse event
     * @param {FabricObject} fabricObject on which the control is displayed
     * @param {Control} control control for which the action handler is being asked
     * @return {Function} the action handler
     */
    getActionHandler(eventData: TPointerEvent, fabricObject: InteractiveFabricObject, control: Control): TransformActionHandler | undefined;
    /**
     * Returns control mouseDown handler
     * @param {Event} eventData the native mouse event
     * @param {FabricObject} fabricObject on which the control is displayed
     * @param {Control} control control for which the action handler is being asked
     * @return {Function} the action handler
     */
    getMouseDownHandler(eventData: TPointerEvent, fabricObject: InteractiveFabricObject, control: Control): ControlActionHandler | undefined;
    /**
     * Returns control mouseUp handler.
     * During actions the fabricObject or the control can be of different obj
     * @param {Event} eventData the native mouse event
     * @param {FabricObject} fabricObject on which the control is displayed
     * @param {Control} control control for which the action handler is being asked
     * @return {Function} the action handler
     */
    getMouseUpHandler(eventData: TPointerEvent, fabricObject: InteractiveFabricObject, control: Control): ControlActionHandler | undefined;
    /**
     * 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 {Control} control the current control ( likely this)
     * @param {FabricObject} object on which the control is displayed
     * @return {String}
     */
    cursorStyleHandler(eventData: TPointerEvent, control: Control, fabricObject: InteractiveFabricObject, coord: TOCoord): string;
    /**
     * Returns the action name. The basic implementation just return the actionName property.
     * @param {Event} eventData the native mouse event
     * @param {Control} control the current control ( likely this)
     * @param {FabricObject} object on which the control is displayed
     * @return {String}
     */
    getActionName(eventData: TPointerEvent, control: Control, fabricObject: InteractiveFabricObject): string;
    /**
     * Returns controls visibility
     * @param {FabricObject} object on which the control is displayed
     * @param {String} controlKey key where the control is memorized on the
     * @return {Boolean}
     */
    getVisibility(fabricObject: InteractiveFabricObject, controlKey: string): boolean;
    /**
     * Sets controls visibility
     * @param {Boolean} visibility for the object
     * @return {Void}
     */
    setVisibility(visibility: boolean, name?: string, fabricObject?: InteractiveFabricObject): void;
    positionHandler(dim: Point, finalMatrix: TMat2D, fabricObject: InteractiveFabricObject, currentControl: Control): 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(angle: TDegree, objectCornerSize: number, centerX: number, centerY: number, isTouch: boolean, fabricObject: InteractiveFabricObject): {
        tl: Point;
        tr: Point;
        br: Point;
        bl: Point;
    };
    /**
     * This is an helper method to prepare the canvas to render a control
     * It detectes common control properties and sets the correct fill and
     * stroke styles on the context. It does not execute translations or
     * rotations since different controls need differnt combination of these.
     */
    commonRenderProps(ctx: CanvasRenderingContext2D, left: number, top: number, fabricObject: InteractiveFabricObject, styleOverride?: ControlRenderingStyleOverride): {
        stroke: boolean;
        xSize: number;
        ySize: number;
        transparentCorners: boolean;
        opName: 'stroke' | 'fill';
    };
    /**
     * 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 {FabricObject} fabricObject the object where the control is about to be rendered
     */
    render(ctx: CanvasRenderingContext2D, left: number, top: number, styleOverride: ControlRenderingStyleOverride | undefined, fabricObject: InteractiveFabricObject): void;
}
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