{"version":3,"file":"Canvas.min.mjs","names":[],"sources":["../../../src/canvas/Canvas.ts"],"sourcesContent":["import { classRegistry } from '../ClassRegistry';\nimport { NONE } from '../constants';\nimport type {\n  CanvasEvents,\n  DragEventData,\n  ObjectEvents,\n  TEventsExtraData,\n  TPointerEvent,\n  TPointerEventNames,\n  Transform,\n} from '../EventTypeDefs';\nimport { Point } from '../Point';\nimport type { ActiveSelection } from '../shapes/ActiveSelection';\nimport type { Group } from '../shapes/Group';\nimport type { IText } from '../shapes/IText/IText';\nimport type { FabricObject } from '../shapes/Object/FabricObject';\nimport { type TToCanvasElementOptions } from '../typedefs';\nimport { isTouchEvent, stopEvent } from '../util/dom_event';\nimport { getDocumentFromElement, getWindowFromElement } from '../util/dom_misc';\nimport { sendPointToPlane } from '../util/misc/planeChange';\nimport { isActiveSelection } from '../util/typeAssertions';\nimport type { CanvasOptions, TCanvasOptions } from './CanvasOptions';\nimport { SelectableCanvas } from './SelectableCanvas';\nimport { TextEditingManager } from './TextEditingManager';\n\nconst addEventOptions = { passive: false } as EventListenerOptions;\n\nconst getEventPoints = (canvas: Canvas, e: TPointerEvent) => {\n  const viewportPoint = canvas.getViewportPoint(e);\n  const scenePoint = canvas.getScenePoint(e);\n  return {\n    viewportPoint,\n    scenePoint,\n  };\n};\n\n// just to be clear, the utils are now deprecated and those are here exactly as minifier helpers\n// because el.addEventListener can't me be minified while a const yes and we use it 47 times in this file.\n// few bytes but why give it away.\nconst addListener = (\n  el: HTMLElement | Document,\n  ...args: Parameters<HTMLElement['addEventListener']>\n) => el.addEventListener(...args);\nconst removeListener = (\n  el: HTMLElement | Document,\n  ...args: Parameters<HTMLElement['removeEventListener']>\n) => el.removeEventListener(...args);\n\nconst syntheticEventConfig = {\n  mouse: {\n    in: 'over',\n    out: 'out',\n    targetIn: 'mouseover',\n    targetOut: 'mouseout',\n    canvasIn: 'mouse:over',\n    canvasOut: 'mouse:out',\n  },\n  drag: {\n    in: 'enter',\n    out: 'leave',\n    targetIn: 'dragenter',\n    targetOut: 'dragleave',\n    canvasIn: 'drag:enter',\n    canvasOut: 'drag:leave',\n  },\n} as const;\n\ntype TSyntheticEventContext = {\n  mouse: { e: TPointerEvent };\n  drag: DragEventData;\n};\n\nexport class Canvas extends SelectableCanvas implements CanvasOptions {\n  /**\n   * Contains the id of the touch event that owns the fabric transform\n   * @type Number\n   * @private\n   */\n  declare mainTouchId?: number;\n\n  declare enablePointerEvents: boolean;\n\n  /**\n   * Holds a reference to a setTimeout timer for event synchronization\n   * @type number\n   * @private\n   */\n  declare private _willAddMouseDown: number;\n\n  /**\n   * Holds a reference to an object on the canvas that is receiving the drag over event.\n   * @type FabricObject\n   * @private\n   */\n  declare private _draggedoverTarget?: FabricObject;\n\n  /**\n   * Holds a reference to an object on the canvas from where the drag operation started\n   * @type FabricObject\n   * @private\n   */\n  declare private _dragSource?: FabricObject;\n\n  /**\n   * Holds a reference to an object on the canvas that is the current drop target\n   * May differ from {@link _draggedoverTarget}\n   * @todo inspect whether {@link _draggedoverTarget} and {@link _dropTarget} should be merged somehow\n   * @type FabricObject\n   * @private\n   */\n  declare private _dropTarget: FabricObject<ObjectEvents> | undefined;\n\n  /**\n   * a boolean that keeps track of the click state during a cycle of mouse down/up.\n   * If a mouse move occurs it becomes false.\n   * Is true by default, turns false on mouse move.\n   * Used to determine if a mouseUp is a click\n   */\n  private _isClick: boolean;\n\n  textEditingManager = new TextEditingManager(this);\n\n  constructor(el?: string | HTMLCanvasElement, options: TCanvasOptions = {}) {\n    super(el, options);\n    // bind event handlers\n    (\n      [\n        '_onMouseDown',\n        '_onTouchStart',\n        '_onMouseMove',\n        '_onMouseUp',\n        '_onTouchEnd',\n        '_onResize',\n        // '_onGesture',\n        // '_onDrag',\n        // '_onShake',\n        // '_onLongPress',\n        // '_onOrientationChange',\n        '_onMouseWheel',\n        '_onMouseOut',\n        '_onMouseEnter',\n        '_onContextMenu',\n        '_onClick',\n        '_onDragStart',\n        '_onDragEnd',\n        '_onDragProgress',\n        '_onDragOver',\n        '_onDragEnter',\n        '_onDragLeave',\n        '_onDrop',\n      ] as (keyof this)[]\n    ).forEach((eventHandler) => {\n      // eslint-disable-next-line @typescript-eslint/no-unsafe-function-type\n      this[eventHandler] = (this[eventHandler] as Function).bind(this);\n    });\n    // register event handlers\n    this.addOrRemove(addListener);\n  }\n\n  /**\n   * return an event prefix pointer or mouse.\n   * @private\n   */\n  private _getEventPrefix() {\n    return this.enablePointerEvents ? 'pointer' : 'mouse';\n  }\n\n  addOrRemove(functor: any, forTouch = false) {\n    const canvasElement = this.upperCanvasEl,\n      eventTypePrefix = this._getEventPrefix();\n    functor(getWindowFromElement(canvasElement), 'resize', this._onResize);\n    functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n    functor(\n      canvasElement,\n      `${eventTypePrefix}move`,\n      this._onMouseMove,\n      addEventOptions,\n    );\n    functor(canvasElement, `${eventTypePrefix}out`, this._onMouseOut);\n    functor(canvasElement, `${eventTypePrefix}enter`, this._onMouseEnter);\n    functor(canvasElement, 'wheel', this._onMouseWheel, { passive: false });\n    functor(canvasElement, 'contextmenu', this._onContextMenu);\n    if (!forTouch) {\n      functor(canvasElement, 'click', this._onClick);\n      functor(canvasElement, 'dblclick', this._onClick);\n    }\n    functor(canvasElement, 'dragstart', this._onDragStart);\n    functor(canvasElement, 'dragend', this._onDragEnd);\n    functor(canvasElement, 'dragover', this._onDragOver);\n    functor(canvasElement, 'dragenter', this._onDragEnter);\n    functor(canvasElement, 'dragleave', this._onDragLeave);\n    functor(canvasElement, 'drop', this._onDrop);\n    if (!this.enablePointerEvents) {\n      functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions);\n    }\n  }\n\n  /**\n   * Removes all event listeners, used when disposing the instance\n   */\n  removeListeners() {\n    this.addOrRemove(removeListener);\n    // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n    const eventTypePrefix = this._getEventPrefix();\n    const doc = getDocumentFromElement(this.upperCanvasEl);\n    removeListener(\n      doc,\n      `${eventTypePrefix}up`,\n      this._onMouseUp as EventListener,\n    );\n    removeListener(\n      doc,\n      'touchend',\n      this._onTouchEnd as EventListener,\n      addEventOptions,\n    );\n    removeListener(\n      doc,\n      `${eventTypePrefix}move`,\n      this._onMouseMove as EventListener,\n      addEventOptions,\n    );\n    removeListener(\n      doc,\n      'touchmove',\n      this._onMouseMove as EventListener,\n      addEventOptions,\n    );\n    clearTimeout(this._willAddMouseDown);\n  }\n\n  /**\n   * @private\n   * @param {Event} [e] Event object fired on wheel event\n   */\n  private _onMouseWheel(e: MouseEvent) {\n    this._cacheTransformEventData(e);\n    this._handleEvent(e, 'wheel');\n    this._resetTransformEventData();\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  private _onMouseOut(e: TPointerEvent) {\n    const target = this._hoveredTarget;\n    const shared = {\n      e,\n      ...getEventPoints(this, e),\n    };\n    this.fire('mouse:out', { ...shared, target });\n    this._hoveredTarget = undefined;\n    target && target.fire('mouseout', { ...shared });\n    this._hoveredTargets.forEach((nestedTarget) => {\n      this.fire('mouse:out', { ...shared, target: nestedTarget });\n      nestedTarget && nestedTarget.fire('mouseout', { ...shared });\n    });\n    this._hoveredTargets = [];\n  }\n\n  /**\n   * @private\n   * Used when the mouse cursor enter the canvas from outside\n   * @param {Event} e Event object fired on mouseenter\n   */\n  private _onMouseEnter(e: TPointerEvent) {\n    // This find target and consequent 'mouse:over' is used to\n    // clear old instances on hovered target.\n    // calling findTarget has the side effect of killing target.__corner.\n    // as a short term fix we are not firing this if we are currently transforming.\n    // as a long term fix we need to separate the action of finding a target with the\n    // side effects we added to it.\n    const { target } = this.findTarget(e);\n    // we fire the event only when there is no target, if there is a target, the specific\n    // target event will fire.\n    if (!this._currentTransform && !target) {\n      this.fire('mouse:over', {\n        e,\n        ...getEventPoints(this, e),\n      });\n      this._hoveredTarget = undefined;\n      this._hoveredTargets = [];\n    }\n  }\n\n  /**\n   * supports native like text dragging\n   * @private\n   * @param {DragEvent} e\n   */\n  private _onDragStart(e: DragEvent) {\n    this._isClick = false;\n    const activeObject = this.getActiveObject();\n    if (activeObject && activeObject.onDragStart(e)) {\n      this._dragSource = activeObject;\n      const options = { e, target: activeObject };\n      this.fire('dragstart', options);\n      activeObject.fire('dragstart', options);\n      addListener(\n        this.upperCanvasEl,\n        'drag',\n        this._onDragProgress as EventListener,\n      );\n      return;\n    }\n    stopEvent(e);\n  }\n\n  /**\n   * First we clear top context where the effects are being rendered.\n   * Then we render the effects.\n   * Doing so will render the correct effect for all cases including an overlap between `source` and `target`.\n   * @private\n   */\n  private _renderDragEffects(\n    e: DragEvent,\n    source?: FabricObject,\n    target?: FabricObject,\n  ) {\n    let dirty = false;\n    // clear top context\n    const dropTarget = this._dropTarget;\n    if (dropTarget && dropTarget !== source && dropTarget !== target) {\n      dropTarget.clearContextTop();\n      dirty = true;\n    }\n    source?.clearContextTop();\n    target !== source && target?.clearContextTop();\n    // render effects\n    const ctx = this.contextTop;\n    ctx.save();\n    ctx.transform(...this.viewportTransform);\n    if (source) {\n      ctx.save();\n      source.transform(ctx);\n      source.renderDragSourceEffect(e);\n      ctx.restore();\n      dirty = true;\n    }\n    if (target) {\n      ctx.save();\n      target.transform(ctx);\n      target.renderDropTargetEffect(e);\n      ctx.restore();\n      dirty = true;\n    }\n    ctx.restore();\n    dirty && (this.contextTopDirty = true);\n  }\n\n  /**\n   * supports native like text dragging\n   * https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API/Drag_operations#finishing_a_drag\n   * @private\n   * @param {DragEvent} e\n   */\n  private _onDragEnd(e: DragEvent) {\n    const { currentSubTargets } = this.findTarget(e);\n    const didDrop = !!e.dataTransfer && e.dataTransfer.dropEffect !== NONE,\n      dropTarget = didDrop ? this._activeObject : undefined,\n      options = {\n        e,\n        target: this._dragSource as FabricObject,\n        subTargets: currentSubTargets,\n        dragSource: this._dragSource as FabricObject,\n        didDrop,\n        dropTarget: dropTarget as FabricObject,\n      };\n    removeListener(\n      this.upperCanvasEl,\n      'drag',\n      this._onDragProgress as EventListener,\n    );\n    this.fire('dragend', options);\n    this._dragSource && this._dragSource.fire('dragend', options);\n    delete this._dragSource;\n    // we need to call mouse up synthetically because the browser won't\n    this._onMouseUp(e);\n  }\n\n  /**\n   * fire `drag` event on canvas and drag source\n   * @private\n   * @param {DragEvent} e\n   */\n  private _onDragProgress(e: DragEvent) {\n    const options = {\n      e,\n      target: this._dragSource,\n      dragSource: this._dragSource,\n      dropTarget: this._draggedoverTarget as FabricObject,\n    };\n    this.fire('drag', options);\n    this._dragSource && this._dragSource.fire('drag', options);\n  }\n\n  /**\n   * prevent default to allow drop event to be fired\n   * https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API/Drag_operations#specifying_drop_targets\n   * @private\n   * @param {DragEvent} [e] Event object fired on Event.js shake\n   */\n  private _onDragOver(e: DragEvent) {\n    const eventType = 'dragover';\n    const { currentContainer: target, currentSubTargets } = this.findTarget(e);\n    const dragSource = this._dragSource as FabricObject;\n    const options = {\n      e,\n      target,\n      subTargets: currentSubTargets,\n      dragSource,\n      canDrop: false,\n      dropTarget: undefined,\n    };\n    let dropTarget;\n    //  fire on canvas\n    this.fire(eventType, options);\n    //  make sure we fire dragenter events before dragover\n    //  if dragleave is needed, object will not fire dragover so we don't need to trouble ourselves with it\n    this._fireEnterLeaveEvents(e, target, options);\n    if (target) {\n      if (target.canDrop(e)) {\n        dropTarget = target;\n      }\n      target.fire(eventType, options);\n    }\n    //  propagate the event to subtargets\n    for (let i = 0; i < currentSubTargets.length; i++) {\n      const subTarget = currentSubTargets[i];\n      // accept event only if previous targets didn't (the accepting target calls `preventDefault` to inform that the event is taken)\n      // TODO: verify if those should loop in inverse order then?\n      // what is the order of subtargets?\n      if (subTarget.canDrop(e)) {\n        dropTarget = subTarget;\n      }\n      subTarget.fire(eventType, options);\n    }\n    //  render drag effects now that relations between source and target is clear\n    this._renderDragEffects(e, dragSource, dropTarget);\n    this._dropTarget = dropTarget;\n  }\n\n  /**\n   * fire `dragleave` on `dragover` targets\n   * @private\n   * @param {Event} [e] Event object fired on Event.js shake\n   */\n  private _onDragEnter(e: DragEvent) {\n    const { currentContainer, currentSubTargets } = this.findTarget(e);\n    const options = {\n      e,\n      target: currentContainer,\n      subTargets: currentSubTargets,\n      dragSource: this._dragSource,\n    };\n    this.fire('dragenter', options);\n    //  fire dragenter on targets\n    this._fireEnterLeaveEvents(e, currentContainer, options);\n  }\n\n  /**\n   * fire `dragleave` on `dragover` targets\n   * @private\n   * @param {Event} [e] Event object fired on Event.js shake\n   */\n  private _onDragLeave(e: DragEvent) {\n    const { currentSubTargets } = this.findTarget(e);\n    const options = {\n      e,\n      target: this._draggedoverTarget,\n      subTargets: currentSubTargets,\n      dragSource: this._dragSource,\n    };\n    this.fire('dragleave', options);\n\n    //  fire dragleave on targets\n    this._fireEnterLeaveEvents(e, undefined, options);\n    this._renderDragEffects(e, this._dragSource);\n    this._dropTarget = undefined;\n    this._hoveredTargets = [];\n  }\n\n  /**\n   * `drop:before` is a an event that allows you to schedule logic\n   * before the `drop` event. Prefer `drop` event always, but if you need\n   * to run some drop-disabling logic on an event, since there is no way\n   * to handle event handlers ordering, use `drop:before`\n   * @private\n   * @param {Event} e\n   */\n  private _onDrop(e: DragEvent) {\n    const { currentContainer, currentSubTargets } = this.findTarget(e);\n    const options = this._basicEventHandler('drop:before', {\n      e,\n      target: currentContainer,\n      subTargets: currentSubTargets,\n      dragSource: this._dragSource,\n      ...getEventPoints(this, e),\n    });\n    //  will be set by the drop target\n    options.didDrop = false;\n    //  will be set by the drop target, used in case options.target refuses the drop\n    options.dropTarget = undefined;\n    //  fire `drop`\n    this._basicEventHandler('drop', options);\n    //  inform canvas of the drop\n    //  we do this because canvas was unaware of what happened at the time the `drop` event was fired on it\n    //  use for side effects\n    this.fire('drop:after', options);\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  private _onContextMenu(e: TPointerEvent): false {\n    const { target, subTargets } = this.findTarget(e);\n    const options = this._basicEventHandler('contextmenu:before', {\n      e,\n      target,\n      subTargets,\n    });\n    // TODO: this line is silly because the dev can subscribe to the event and prevent it themselves\n    this.stopContextMenu && stopEvent(e);\n    this._basicEventHandler('contextmenu', options);\n    return false;\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  private _onClick(e: TPointerEvent) {\n    const clicks = e.detail;\n    if (clicks > 3 || clicks < 2) return;\n    this._cacheTransformEventData(e);\n    clicks == 2 && e.type === 'dblclick' && this._handleEvent(e, 'dblclick');\n    clicks == 3 && this._handleEvent(e, 'tripleclick');\n    this._resetTransformEventData();\n  }\n\n  /**\n   * This supports gesture event firing\n   * It is a method to keep some code organized, it exposes private methods\n   * in a way that works and still keep them private\n   * This is supposed to mirror _handleEvent\n   */\n  fireEventFromPointerEvent(\n    e: TPointerEvent,\n    eventName: keyof CanvasEvents,\n    secondaryName: keyof ObjectEvents,\n    extraData:\n      | Record<string, unknown>\n      | { rotation: number }\n      | { ping: number } = {},\n  ) {\n    this._cacheTransformEventData(e);\n    const { target, subTargets } = this.findTarget(e),\n      options = {\n        e,\n        target,\n        subTargets,\n        ...getEventPoints(this, e),\n        transform: this._currentTransform,\n        ...extraData,\n      };\n    this.fire(eventName, options);\n    // this may be a little be more complicated of what we want to handle\n    target && target.fire(secondaryName, options);\n    for (let i = 0; i < subTargets.length; i++) {\n      subTargets[i] !== target && subTargets[i].fire(secondaryName, options);\n    }\n    this._resetTransformEventData();\n  }\n\n  /**\n   * Return a the id of an event.\n   * returns either the pointerId or the identifier or 0 for the mouse event\n   * @private\n   * @param {Event} evt Event object\n   */\n  getPointerId(evt: TouchEvent | PointerEvent): number {\n    const changedTouches = (evt as TouchEvent).changedTouches;\n\n    if (changedTouches) {\n      return changedTouches[0] && changedTouches[0].identifier;\n    }\n\n    if (this.enablePointerEvents) {\n      return (evt as PointerEvent).pointerId;\n    }\n\n    return -1;\n  }\n\n  /**\n   * Determines if an event has the id of the event that is considered main\n   * @private\n   * @param {evt} event Event object\n   */\n  _isMainEvent(evt: TPointerEvent): boolean {\n    if ((evt as PointerEvent).isPrimary === true) {\n      return true;\n    }\n    if ((evt as PointerEvent).isPrimary === false) {\n      return false;\n    }\n    if (evt.type === 'touchend' && (evt as TouchEvent).touches.length === 0) {\n      return true;\n    }\n    if ((evt as TouchEvent).changedTouches) {\n      return (\n        (evt as TouchEvent).changedTouches[0].identifier === this.mainTouchId\n      );\n    }\n    return true;\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  _onTouchStart(e: TouchEvent) {\n    this._cacheTransformEventData(e);\n    // we will prevent scrolling if allowTouchScrolling is not enabled and\n    let shouldPreventScrolling = !this.allowTouchScrolling;\n    const currentActiveObject = this._activeObject;\n    if (this.mainTouchId === undefined) {\n      this.mainTouchId = this.getPointerId(e);\n    }\n    this.__onMouseDown(e);\n    const { target } = this.findTarget(e);\n    // after executing fabric logic for mouse down let's see\n    // if we didn't change target or if we are drawing\n    // we want to prevent scrolling anyway\n    if (\n      this.isDrawingMode ||\n      (currentActiveObject && target === currentActiveObject)\n    ) {\n      shouldPreventScrolling = true;\n    }\n    // prevent default, will block scrolling from start\n    shouldPreventScrolling && e.preventDefault();\n    const canvasElement = this.upperCanvasEl,\n      eventTypePrefix = this._getEventPrefix();\n    const doc = getDocumentFromElement(canvasElement);\n    addListener(\n      doc,\n      'touchend',\n      this._onTouchEnd as EventListener,\n      addEventOptions,\n    );\n    // if we scroll don't register the touch move event\n    shouldPreventScrolling &&\n      addListener(\n        doc,\n        'touchmove',\n        this._onMouseMove as EventListener,\n        addEventOptions,\n      );\n    // Unbind mousedown to prevent double triggers from touch devices\n    removeListener(\n      canvasElement,\n      `${eventTypePrefix}down`,\n      this._onMouseDown as EventListener,\n    );\n    this._resetTransformEventData();\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  _onMouseDown(e: TPointerEvent) {\n    this._cacheTransformEventData(e);\n    this.__onMouseDown(e);\n    const canvasElement = this.upperCanvasEl,\n      eventTypePrefix = this._getEventPrefix();\n    // switch from moving on the canvas element to moving on the document\n    removeListener(\n      canvasElement,\n      `${eventTypePrefix}move`,\n      this._onMouseMove as EventListener,\n      addEventOptions,\n    );\n    const doc = getDocumentFromElement(canvasElement);\n    addListener(doc, `${eventTypePrefix}up`, this._onMouseUp as EventListener);\n    addListener(\n      doc,\n      `${eventTypePrefix}move`,\n      this._onMouseMove as EventListener,\n      addEventOptions,\n    );\n    this._resetTransformEventData();\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  _onTouchEnd(e: TouchEvent) {\n    if (e.touches.length > 0) {\n      // if there are still touches stop here\n      return;\n    }\n    this._cacheTransformEventData(e);\n    this.__onMouseUp(e);\n    this._resetTransformEventData();\n    delete this.mainTouchId;\n    const eventTypePrefix = this._getEventPrefix();\n    const doc = getDocumentFromElement(this.upperCanvasEl);\n    removeListener(\n      doc,\n      'touchend',\n      this._onTouchEnd as EventListener,\n      addEventOptions,\n    );\n    removeListener(\n      doc,\n      'touchmove',\n      this._onMouseMove as EventListener,\n      addEventOptions,\n    );\n    if (this._willAddMouseDown) {\n      clearTimeout(this._willAddMouseDown);\n    }\n    this._willAddMouseDown = setTimeout(() => {\n      // Wait 400ms before rebinding mousedown to prevent double triggers\n      // from touch devices\n      addListener(\n        this.upperCanvasEl,\n        `${eventTypePrefix}down`,\n        this._onMouseDown as EventListener,\n      );\n      this._willAddMouseDown = 0;\n    }, 400) as unknown as number;\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mouseup\n   */\n  _onMouseUp(e: TPointerEvent) {\n    this._cacheTransformEventData(e);\n    this.__onMouseUp(e);\n    const canvasElement = this.upperCanvasEl,\n      eventTypePrefix = this._getEventPrefix();\n    if (this._isMainEvent(e)) {\n      const doc = getDocumentFromElement(this.upperCanvasEl);\n      removeListener(\n        doc,\n        `${eventTypePrefix}up`,\n        this._onMouseUp as EventListener,\n      );\n      removeListener(\n        doc,\n        `${eventTypePrefix}move`,\n        this._onMouseMove as EventListener,\n        addEventOptions,\n      );\n      addListener(\n        canvasElement,\n        `${eventTypePrefix}move`,\n        this._onMouseMove as EventListener,\n        addEventOptions,\n      );\n    }\n    this._resetTransformEventData();\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousemove\n   */\n  _onMouseMove(e: TPointerEvent) {\n    this._cacheTransformEventData(e);\n\n    const activeObject = this.getActiveObject();\n    !this.allowTouchScrolling &&\n      (!activeObject ||\n        // a drag event sequence is started by the active object flagging itself on mousedown / mousedown:before\n        // we must not prevent the event's default behavior in order for the window to start dragging\n        !activeObject.shouldStartDragging(e)) &&\n      e.preventDefault &&\n      e.preventDefault();\n    this.__onMouseMove(e);\n    this._resetTransformEventData();\n  }\n\n  /**\n   * @private\n   */\n  _onResize() {\n    this.calcOffset();\n    this._resetTransformEventData();\n  }\n\n  /**\n   * Decides whether the canvas should be redrawn in mouseup and mousedown events.\n   * @private\n   * @param {Object} target\n   */\n  _shouldRender(target: FabricObject | undefined) {\n    const activeObject = this.getActiveObject();\n    // if just one of them is available or if they are both but are different objects\n    // this covers: switch of target, from target to no target, selection of target\n    // multiSelection with key and mouse\n    return (\n      !!activeObject !== !!target ||\n      (activeObject && target && activeObject !== target)\n    );\n  }\n\n  /**\n   * Method that defines the actions when mouse is released on canvas.\n   * The method resets the currentTransform parameters, store the image corner\n   * position in the image object and render the canvas on top.\n   * @private\n   * @param {Event} e Event object fired on mouseup\n   */\n  __onMouseUp(e: TPointerEvent) {\n    this._handleEvent(e, 'up:before');\n\n    const transform = this._currentTransform;\n    const isClick = this._isClick;\n    const { target } = this.findTarget(e);\n\n    // if right/middle click just fire events and return\n    // target undefined will make the _handleEvent search the target\n    const { button } = e as MouseEvent;\n    if (button) {\n      ((this.fireMiddleClick && button === 1) ||\n        (this.fireRightClick && button === 2)) &&\n        this._handleEvent(e, 'up');\n      return;\n    }\n\n    if (this.isDrawingMode && this._isCurrentlyDrawing) {\n      this._onMouseUpInDrawingMode(e);\n      return;\n    }\n\n    if (!this._isMainEvent(e)) {\n      return;\n    }\n    let shouldRender = false;\n    if (transform) {\n      this._finalizeCurrentTransform(e);\n      shouldRender = transform.actionPerformed;\n    }\n    if (!isClick) {\n      const targetWasActive = target === this._activeObject;\n      this.handleSelection(e);\n      if (!shouldRender) {\n        shouldRender =\n          this._shouldRender(target) ||\n          (!targetWasActive && target === this._activeObject);\n      }\n    }\n    let pointer, corner;\n    if (target) {\n      const found = target.findControl(\n        this.getViewportPoint(e),\n        isTouchEvent(e),\n      );\n      const { key, control } = found || {};\n      corner = key;\n      if (\n        target.selectable &&\n        target !== this._activeObject &&\n        target.activeOn === 'up'\n      ) {\n        this.setActiveObject(target, e);\n        shouldRender = true;\n      } else if (control) {\n        const mouseUpHandler = control.getMouseUpHandler(e, target, control);\n        if (mouseUpHandler) {\n          pointer = this.getScenePoint(e);\n          mouseUpHandler.call(control, e, transform!, pointer.x, pointer.y);\n        }\n      }\n      target.isMoving = false;\n    }\n    // if we are ending up a transform on a different control or a new object\n    // fire the original mouse up from the corner that started the transform\n    if (\n      transform &&\n      (transform.target !== target || transform.corner !== corner)\n    ) {\n      const originalControl =\n          transform.target && transform.target.controls[transform.corner],\n        originalMouseUpHandler =\n          originalControl &&\n          originalControl.getMouseUpHandler(\n            e,\n            transform.target,\n            originalControl,\n          );\n      pointer = pointer || this.getScenePoint(e);\n      originalMouseUpHandler &&\n        originalMouseUpHandler.call(\n          originalControl,\n          e,\n          transform,\n          pointer.x,\n          pointer.y,\n        );\n    }\n    this._setCursorFromEvent(e, target);\n    this._handleEvent(e, 'up');\n    this._groupSelector = null;\n    this._currentTransform = null;\n    // reset the target information about which corner is selected\n    target && (target.__corner = undefined);\n    if (shouldRender) {\n      this.requestRenderAll();\n    } else if (!isClick && !(this._activeObject as IText)?.isEditing) {\n      this.renderTop();\n    }\n  }\n\n  _basicEventHandler<T extends keyof (CanvasEvents | ObjectEvents)>(\n    eventType: T,\n    options: (CanvasEvents & ObjectEvents)[T],\n  ) {\n    const { target, subTargets = [] } = options as {\n      target?: FabricObject;\n      subTargets: FabricObject[];\n    };\n    this.fire(eventType, options);\n    target && target.fire(eventType, options);\n    for (let i = 0; i < subTargets.length; i++) {\n      subTargets[i] !== target && subTargets[i].fire(eventType, options);\n    }\n    return options;\n  }\n\n  /**\n   * @private\n   * Handle event firing for target and subtargets\n   * @param {TPointerEvent} e event from mouse\n   * @param {TPointerEventNames} eventType\n   */\n  _handleEvent<T extends TPointerEventNames>(\n    e: TPointerEvent,\n    eventType: T,\n    extraData?: TEventsExtraData[T],\n  ) {\n    const { target, subTargets } = this.findTarget(e),\n      options: CanvasEvents[`mouse:${T}`] = {\n        e,\n        target,\n        subTargets,\n        ...getEventPoints(this, e),\n        transform: this._currentTransform,\n        ...(eventType === 'down:before' || eventType === 'down'\n          ? extraData\n          : {}),\n      } as CanvasEvents[`mouse:${T}`];\n    if (eventType === 'up:before' || eventType === 'up') {\n      (options as CanvasEvents[`mouse:up`]).isClick = this._isClick;\n    }\n\n    this.fire(`mouse:${eventType}`, options);\n    // this may be a little be more complicated of what we want to handle\n    target && target.fire(`mouse${eventType}`, options);\n    for (let i = 0; i < subTargets.length; i++) {\n      subTargets[i] !== target &&\n        subTargets[i].fire(`mouse${eventType}`, options);\n    }\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  _onMouseDownInDrawingMode(e: TPointerEvent) {\n    this._isCurrentlyDrawing = true;\n    if (this.getActiveObject()) {\n      this.discardActiveObject(e);\n      this.requestRenderAll();\n    }\n    // TODO: this is a scene point so it should be renamed\n    const pointer = this.getScenePoint(e);\n    this.freeDrawingBrush &&\n      this.freeDrawingBrush.onMouseDown(pointer, { e, pointer });\n    this._handleEvent(e, 'down', { alreadySelected: false });\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mousemove\n   */\n  _onMouseMoveInDrawingMode(e: TPointerEvent) {\n    if (this._isCurrentlyDrawing) {\n      const pointer = this.getScenePoint(e);\n      this.freeDrawingBrush &&\n        this.freeDrawingBrush.onMouseMove(pointer, {\n          e,\n          // this is an absolute pointer, the naming is wrong\n          pointer,\n        });\n    }\n    this.setCursor(this.freeDrawingCursor);\n    this._handleEvent(e, 'move');\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event object fired on mouseup\n   */\n  _onMouseUpInDrawingMode(e: TPointerEvent) {\n    const pointer = this.getScenePoint(e);\n    if (this.freeDrawingBrush) {\n      this._isCurrentlyDrawing = !!this.freeDrawingBrush.onMouseUp({\n        e: e,\n        // this is an absolute pointer, the naming is wrong\n        pointer,\n      });\n    } else {\n      this._isCurrentlyDrawing = false;\n    }\n    this._handleEvent(e, 'up');\n  }\n\n  /**\n   * Method that defines the actions when mouse is clicked on canvas.\n   * The method inits the currentTransform parameters and renders all the\n   * canvas so the current image can be placed on the top canvas and the rest\n   * in on the container one.\n   * @private\n   * @param {Event} e Event object fired on mousedown\n   */\n  __onMouseDown(e: TPointerEvent) {\n    this._isClick = true;\n    this._handleEvent(e, 'down:before');\n\n    let { target } = this.findTarget(e);\n    let alreadySelected = !!target && target === this._activeObject;\n    // if right/middle click just fire events\n    const { button } = e as MouseEvent;\n    if (button) {\n      ((this.fireMiddleClick && button === 1) ||\n        (this.fireRightClick && button === 2)) &&\n        this._handleEvent(e, 'down', {\n          alreadySelected,\n        });\n      return;\n    }\n\n    if (this.isDrawingMode) {\n      this._onMouseDownInDrawingMode(e);\n      return;\n    }\n\n    if (!this._isMainEvent(e)) {\n      return;\n    }\n\n    // ignore if some object is being transformed at this moment\n    if (this._currentTransform) {\n      return;\n    }\n\n    let shouldRender = this._shouldRender(target);\n    let grouped = false;\n    if (this.handleMultiSelection(e, target)) {\n      // active object might have changed while grouping\n      target = this._activeObject;\n      grouped = true;\n      shouldRender = true;\n    } else if (this._shouldClearSelection(e, target)) {\n      this.discardActiveObject(e);\n    }\n    // we start a group selector rectangle if\n    // selection is enabled\n    // and there is no target, or the following 3 conditions are satisfied:\n    // target is not selectable ( otherwise we selected it )\n    // target is not editing\n    // target is not already selected ( otherwise we drag )\n    if (\n      this.selection &&\n      (!target ||\n        (!target.selectable &&\n          !(target as IText).isEditing &&\n          target !== this._activeObject))\n    ) {\n      const p = this.getScenePoint(e);\n      this._groupSelector = {\n        x: p.x,\n        y: p.y,\n        deltaY: 0,\n        deltaX: 0,\n      };\n    }\n\n    // check again because things could have changed\n    alreadySelected = !!target && target === this._activeObject;\n    if (target) {\n      if (target.selectable && target.activeOn === 'down') {\n        this.setActiveObject(target, e);\n      }\n      const handle = target.findControl(\n        this.getViewportPoint(e),\n        isTouchEvent(e),\n      );\n      if (target === this._activeObject && (handle || !grouped)) {\n        this._setupCurrentTransform(e, target, alreadySelected);\n        const control = handle ? handle.control : undefined,\n          pointer = this.getScenePoint(e),\n          mouseDownHandler =\n            control && control.getMouseDownHandler(e, target, control);\n        mouseDownHandler &&\n          mouseDownHandler.call(\n            control,\n            e,\n            this._currentTransform!,\n            pointer.x,\n            pointer.y,\n          );\n      }\n    }\n    //  we clear `_objectsToRender` in case of a change in order to repopulate it at rendering\n    //  run before firing the `down` event to give the dev a chance to populate it themselves\n    shouldRender && (this._objectsToRender = undefined);\n    this._handleEvent(e, 'down', { alreadySelected: alreadySelected });\n    // we must renderAll so that we update the visuals\n    shouldRender && this.requestRenderAll();\n  }\n\n  /**\n   * reset cache form common information needed during event processing\n   * @private\n   */\n  _resetTransformEventData() {\n    this._targetInfo = this._viewportPoint = this._scenePoint = undefined;\n  }\n\n  /**\n   * Cache common information needed during event processing\n   * @private\n   * @param {Event} e Event object fired on event\n   */\n  _cacheTransformEventData(e: TPointerEvent) {\n    // reset in order to avoid stale caching\n    this._resetTransformEventData();\n    this._viewportPoint = this.getViewportPoint(e);\n    this._scenePoint = sendPointToPlane(\n      this._viewportPoint,\n      undefined,\n      this.viewportTransform,\n    );\n    this._targetInfo = this.findTarget(e);\n    // TODO: investigate better if this can be made less implicit in the code\n    if (this._currentTransform) {\n      this._targetInfo.target = this._currentTransform.target;\n    }\n  }\n\n  /**\n   * Method that defines the actions when mouse is hovering the canvas.\n   * The currentTransform parameter will define whether the user is rotating/scaling/translating\n   * an image or neither of them (only hovering). A group selection is also possible and would cancel\n   * all any other type of action.\n   * In case of an image transformation only the top canvas will be rendered.\n   * @private\n   * @param {Event} e Event object fired on mousemove\n   */\n  __onMouseMove(e: TPointerEvent) {\n    this._isClick = false;\n    this._handleEvent(e, 'move:before');\n\n    if (this.isDrawingMode) {\n      this._onMouseMoveInDrawingMode(e);\n      return;\n    }\n\n    if (!this._isMainEvent(e)) {\n      return;\n    }\n\n    const groupSelector = this._groupSelector;\n\n    // We initially clicked in an empty area, so we draw a box for multiple selection\n    if (groupSelector) {\n      const pointer = this.getScenePoint(e);\n\n      groupSelector.deltaX = pointer.x - groupSelector.x;\n      groupSelector.deltaY = pointer.y - groupSelector.y;\n\n      this.renderTop();\n    } else if (!this._currentTransform) {\n      const { target } = this.findTarget(e);\n      this._setCursorFromEvent(e, target);\n      this._fireOverOutEvents(e, target);\n    } else {\n      this._transformObject(e);\n    }\n    this.textEditingManager.onMouseMove(e);\n    this._handleEvent(e, 'move');\n  }\n\n  /**\n   * Manage the mouseout, mouseover events for the fabric object on the canvas\n   * @param {Fabric.Object} target the target where the target from the mousemove event\n   * @param {Event} e Event object fired on mousemove\n   * @private\n   */\n  _fireOverOutEvents(e: TPointerEvent, target?: FabricObject) {\n    const { _hoveredTarget, _hoveredTargets } = this,\n      { subTargets, currentTarget: actualTarget } = this.findTarget(e),\n      length = Math.max(_hoveredTargets.length, subTargets.length);\n\n    this.fireSyntheticInOutEvents('mouse', {\n      e,\n      target,\n      oldTarget: _hoveredTarget,\n      actualTarget,\n      oldActualTarget: this._hoveredActualTarget,\n      fireCanvas: true,\n    });\n    for (let i = 0; i < length; i++) {\n      if (\n        subTargets[i] === target ||\n        (_hoveredTargets[i] && _hoveredTargets[i] === _hoveredTarget)\n      ) {\n        continue;\n      }\n      this.fireSyntheticInOutEvents('mouse', {\n        e,\n        target: subTargets[i],\n        oldTarget: _hoveredTargets[i],\n      });\n    }\n    this._hoveredActualTarget = actualTarget;\n    this._hoveredTarget = target;\n    this._hoveredTargets = subTargets;\n  }\n\n  /**\n   * Manage the dragEnter, dragLeave events for the fabric objects on the canvas\n   * @param {Fabric.Object} target the target where the target from the onDrag event\n   * @param {Object} data Event object fired on dragover\n   * @private\n   */\n  _fireEnterLeaveEvents(\n    e: TPointerEvent,\n    target: FabricObject | undefined,\n    data: DragEventData,\n  ) {\n    const draggedoverTarget = this._draggedoverTarget,\n      _hoveredTargets = this._hoveredTargets,\n      { subTargets } = this.findTarget(e),\n      length = Math.max(_hoveredTargets.length, subTargets.length);\n\n    this.fireSyntheticInOutEvents('drag', {\n      ...data,\n      target,\n      oldTarget: draggedoverTarget,\n      fireCanvas: true,\n    });\n    for (let i = 0; i < length; i++) {\n      this.fireSyntheticInOutEvents('drag', {\n        ...data,\n        target: subTargets[i],\n        oldTarget: _hoveredTargets[i],\n      });\n    }\n    this._draggedoverTarget = target;\n  }\n\n  /**\n   * Manage the synthetic in/out events for the fabric objects on the canvas\n   * @param {Fabric.Object} target the target where the target from the supported events\n   * @param {Object} data Event object fired\n   * @param {Object} config configuration for the function to work\n   * @param {String} config.targetName property on the canvas where the old target is stored\n   * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out\n   * @param {String} config.evtOut name of the event to fire for out\n   * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in\n   * @param {String} config.evtIn name of the event to fire for in\n   * @private\n   */\n  fireSyntheticInOutEvents<T extends keyof TSyntheticEventContext>(\n    type: T,\n    {\n      target,\n      oldTarget,\n      actualTarget,\n      oldActualTarget,\n      fireCanvas,\n      e,\n      ...data\n    }: TSyntheticEventContext[T] & {\n      target?: FabricObject;\n      oldTarget?: FabricObject;\n      actualTarget?: FabricObject;\n      oldActualTarget?: FabricObject;\n      fireCanvas?: boolean;\n    },\n  ) {\n    const { targetIn, targetOut, canvasIn, canvasOut } =\n      syntheticEventConfig[type];\n    const targetChanged = oldTarget !== target;\n    const actualTargetChanged = oldActualTarget !== actualTarget;\n    const targetFires = target && targetChanged;\n    const actualTargetFires = actualTarget && actualTargetChanged;\n    const oldTargetFires = oldTarget && targetChanged;\n    const oldActualTargetFires = oldActualTarget && actualTargetChanged;\n    const commonData = {\n      ...data,\n      e,\n      ...getEventPoints(this, e),\n    };\n\n    const outOpt: CanvasEvents[typeof canvasOut] = {\n      ...commonData,\n      target: oldTarget,\n      nextTarget: target,\n      actualTarget: oldActualTarget,\n      nextActualTarget: actualTarget,\n    };\n    if (oldTargetFires || oldActualTargetFires) {\n      fireCanvas && this.fire(canvasOut, outOpt);\n    }\n    oldTargetFires && oldTarget.fire(targetOut, outOpt);\n    oldActualTargetFires &&\n      oldTarget !== oldActualTarget &&\n      oldActualTarget.fire(targetOut, outOpt);\n\n    const inOpt: CanvasEvents[typeof canvasIn] = {\n      ...commonData,\n      target,\n      previousTarget: oldTarget,\n      actualTarget,\n      previousActualTarget: oldActualTarget,\n    };\n    if (targetFires || actualTargetFires) {\n      fireCanvas && this.fire(canvasIn, inOpt);\n    }\n    targetFires && target.fire(targetIn, inOpt);\n    actualTargetFires &&\n      actualTarget !== target &&\n      actualTarget.fire(targetIn, inOpt);\n  }\n\n  /**\n   * @private\n   * @param {Event} e Event fired on mousemove\n   */\n  _transformObject(e: TPointerEvent) {\n    const scenePoint = this.getScenePoint(e),\n      transform = this._currentTransform!,\n      target = transform.target,\n      //  transform pointer to target's containing coordinate plane\n      //  both pointer and object should agree on every point\n      localPointer = target.group\n        ? sendPointToPlane(\n            scenePoint,\n            undefined,\n            target.group.calcTransformMatrix(),\n          )\n        : scenePoint;\n    transform.shiftKey = e.shiftKey;\n    transform.altKey = !!this.centeredKey && e[this.centeredKey];\n\n    this._performTransformAction(e, transform, localPointer);\n    transform.actionPerformed && this.requestRenderAll();\n  }\n\n  /**\n   * @private\n   */\n  _performTransformAction(\n    e: TPointerEvent,\n    transform: Transform,\n    pointer: Point,\n  ) {\n    const { action, actionHandler, target } = transform;\n\n    const actionPerformed =\n      !!actionHandler && actionHandler(e, transform, pointer.x, pointer.y);\n    actionPerformed && target.setCoords();\n\n    // this object could be created from the function in the control handlers\n    if (action === 'drag' && actionPerformed) {\n      transform.target.isMoving = true;\n      this.setCursor(transform.target.moveCursor || this.moveCursor);\n    }\n    transform.actionPerformed = transform.actionPerformed || actionPerformed;\n  }\n\n  /**\n   * Sets the cursor depending on where the canvas is being hovered.\n   * Note: very buggy in Opera\n   * @param {Event} e Event object\n   * @param {Object} target Object that the mouse is hovering, if so.\n   */\n  _setCursorFromEvent(e: TPointerEvent, target?: FabricObject) {\n    if (!target) {\n      this.setCursor(this.defaultCursor);\n      return;\n    }\n    let hoverCursor = target.hoverCursor || this.hoverCursor;\n    const activeSelection = isActiveSelection(this._activeObject)\n        ? this._activeObject\n        : null,\n      // only show proper corner when group selection is not active\n      corner =\n        (!activeSelection || target.group !== activeSelection) &&\n        // here we call findTargetCorner always with undefined for the touch parameter.\n        // we assume that if you are using a cursor you do not need to interact with\n        // the bigger touch area.\n        target.findControl(this.getViewportPoint(e));\n\n    if (!corner) {\n      if ((target as Group).subTargetCheck) {\n        // hoverCursor should come from top-most subTarget,\n        // so we walk the array backwards\n        const { subTargets } = this.findTarget(e);\n        subTargets\n          .concat()\n          .reverse()\n          .forEach((_target) => {\n            hoverCursor = _target.hoverCursor || hoverCursor;\n          });\n      }\n      this.setCursor(hoverCursor);\n    } else {\n      const { control, coord } = corner;\n      this.setCursor(control.cursorStyleHandler(e, control, target, coord));\n    }\n  }\n\n  /**\n   * ## Handles multiple selection\n   * - toggles `target` selection (selects/deselects `target` if it isn't/is selected respectively)\n   * - sets the active object in case it is not set or in case there is a single active object left under active selection.\n   * ---\n   * - If the active object is the active selection we add/remove `target` from it\n   * - If not, add the active object and `target` to the active selection and make it the active object.\n   * @TODO rewrite this after find target is refactored\n   * @private\n   * @param {TPointerEvent} e Event object\n   * @param {FabricObject} target target of event to select/deselect\n   * @returns true if grouping occurred\n   */\n  protected handleMultiSelection(e: TPointerEvent, target?: FabricObject) {\n    const activeObject = this._activeObject;\n    const isAS = isActiveSelection(activeObject);\n    if (\n      // check if an active object exists on canvas and if the user is pressing the `selectionKey` while canvas supports multi selection.\n      !!activeObject &&\n      this._isSelectionKeyPressed(e) &&\n      this.selection &&\n      // on top of that the user also has to hit a target that is selectable.\n      !!target &&\n      target.selectable &&\n      // group target and active object only if they are different objects\n      // else we try to find a subtarget of `ActiveSelection`\n      (activeObject !== target || isAS) &&\n      //  make sure `activeObject` and `target` aren't ancestors of each other in case `activeObject` is not `ActiveSelection`\n      // if it is then we want to remove `target` from it\n      (isAS ||\n        (!target.isDescendantOf(activeObject) &&\n          !activeObject.isDescendantOf(target))) &&\n      //  target accepts selection\n      !target.onSelect({ e }) &&\n      // make sure we are not on top of a control\n      !activeObject.getActiveControl()\n    ) {\n      if (isAS) {\n        const prevActiveObjects = activeObject.getObjects();\n        let subTargets: FabricObject[] = [];\n        // const { subTargets: testSubTargets } = this.findTarget(e);\n        if (target === activeObject) {\n          const pointer = this.getScenePoint(e);\n          let targetInfo = this.searchPossibleTargets(\n            prevActiveObjects,\n            pointer,\n          );\n          // console.log(testSubTargets.includes(targetInfo.target));\n          if (targetInfo.target) {\n            target = targetInfo.target;\n            subTargets = targetInfo.subTargets;\n          } else {\n            targetInfo = this.searchPossibleTargets(this._objects, pointer);\n            target = targetInfo.target;\n            subTargets = targetInfo.subTargets;\n          }\n          // if nothing is found bail out\n          if (!target || !target.selectable) {\n            return false;\n          }\n        }\n        if (target.group === activeObject) {\n          // `target` is part of active selection => remove it\n          activeObject.remove(target);\n          this._hoveredTarget = target;\n          this._hoveredTargets = subTargets;\n          // if after removing an object we are left with one only...\n          if (activeObject.size() === 1) {\n            // activate last remaining object\n            // deselecting the active selection will remove the remaining object from it\n            this._setActiveObject(activeObject.item(0), e);\n          }\n        } else {\n          // `target` isn't part of active selection => add it\n          activeObject.multiSelectAdd(target);\n          this._hoveredTarget = activeObject;\n          this._hoveredTargets = subTargets;\n        }\n        this._fireSelectionEvents(prevActiveObjects, e);\n      } else {\n        (activeObject as IText).isEditing &&\n          (activeObject as IText).exitEditing();\n        // add the active object and the target to the active selection and set it as the active object\n        const klass =\n          classRegistry.getClass<typeof ActiveSelection>('ActiveSelection');\n        const newActiveSelection = new klass([], {\n          /**\n           * it is crucial to pass the canvas ref before calling {@link ActiveSelection#multiSelectAdd}\n           * since it uses {@link FabricObject#isInFrontOf} which relies on the canvas ref\n           */\n          canvas: this,\n        });\n        newActiveSelection.multiSelectAdd(activeObject, target);\n        this._hoveredTarget = newActiveSelection;\n        // ISSUE 4115: should we consider subTargets here?\n        // this._hoveredTargets = [];\n        // this._hoveredTargets = this.targets.concat();\n        this._setActiveObject(newActiveSelection, e);\n        this._fireSelectionEvents([activeObject], e);\n      }\n      return true;\n    }\n    return false;\n  }\n\n  /**\n   * ## Handles selection\n   * - selects objects that are contained in (and possibly intersecting) the selection bounding box\n   * - sets the active object\n   * ---\n   * runs on mouse up after a mouse move\n   */\n  protected handleSelection(e: TPointerEvent) {\n    if (!this.selection || !this._groupSelector) {\n      return false;\n    }\n    const { x, y, deltaX, deltaY } = this._groupSelector,\n      point1 = new Point(x, y),\n      point2 = point1.add(new Point(deltaX, deltaY)),\n      tl = point1.min(point2),\n      br = point1.max(point2),\n      size = br.subtract(tl);\n\n    const collectedObjects = this.collectObjects(\n      {\n        left: tl.x,\n        top: tl.y,\n        width: size.x,\n        height: size.y,\n      },\n      { includeIntersecting: !this.selectionFullyContained },\n    ) as FabricObject[];\n\n    const objects =\n      // though this method runs only after mouse move the pointer could do a mouse up on the same position as mouse down\n      // should it be handled as is?\n      point1.eq(point2)\n        ? collectedObjects[0]\n          ? [collectedObjects[0]]\n          : []\n        : collectedObjects.length > 1\n          ? collectedObjects\n              .filter((object) => !object.onSelect({ e }))\n              .reverse()\n          : // `setActiveObject` will call `onSelect(collectedObjects[0])` in this case\n            collectedObjects;\n\n    // set active object\n    if (objects.length === 1) {\n      // set as active object\n      this.setActiveObject(objects[0], e);\n    } else if (objects.length > 1) {\n      // add to active selection and make it the active object\n      const klass =\n        classRegistry.getClass<typeof ActiveSelection>('ActiveSelection');\n      this.setActiveObject(new klass(objects, { canvas: this }), e);\n    }\n\n    // cleanup\n    this._groupSelector = null;\n    return true;\n  }\n\n  /**\n   * Wraps the original toCanvasElement with a function that removes\n   * the context top for the time the function is run.\n   * So we avoid painting side effects on the upper canvas when exporting\n   */\n  toCanvasElement(\n    multiplier = 1,\n    options?: TToCanvasElementOptions,\n  ): HTMLCanvasElement {\n    const { upper } = this.elements;\n    upper.ctx = undefined as unknown as CanvasRenderingContext2D;\n    const htmlElement = super.toCanvasElement(multiplier, options);\n    upper.ctx = upper.el.getContext('2d')!;\n    return htmlElement;\n  }\n\n  /**\n   * @override clear {@link textEditingManager}\n   */\n  clear() {\n    this.textEditingManager.clear();\n    super.clear();\n  }\n\n  /**\n   * @override clear {@link textEditingManager}\n   */\n  destroy() {\n    this.removeListeners();\n    this.textEditingManager.dispose();\n    super.destroy();\n  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