I need in my application made in fabricJS, that when I modify an object with the scaling handlers, the scaling stays in 1, and that the size of the object takes the value of the height multiplied by scaleX. I can apply the same for the width. But I can not apply this in the images. How can I fix this?
I leave an example fiddle for a square, and an image, so that you can see the result.
The result in the image is similar to a crop, and I can not avoid this, because apparently, when I modify the container of the image, the _element property that also contains scaleX and scaleY does not change, so the image is not resized inside the container.
Here is jsFiddle.
var canvas = new fabric.Canvas('canvas');
var rect1 = new fabric.Rect({
width: 100,
height: 100,
left: 200,
top: 200,
angle: 0,
fill: 'rgba(0,0,255,1)',
originX: 'center',
originY: 'center'
});
canvas.add(rect1);
fabric.Image.fromURL('http://fabricjs.com/assets/pug_small.jpg', function(myImg) {
//i create an extra var for to change some image properties
var img1 = myImg.set({
left: 0,
top: 0,
width: 150,
height: 150
});
canvas.add(img1);
});
canvas.on('mouse:up', function(e) {
/*if(e.target != null){
//alert(e.target.width*e.target.scaleX);
}*/
//console.log(e.target);
canvas.getActiveObjects().forEach(function(obj) {
//if(obj.get('type')!='image'){
obj.set('width', obj.width * obj.scaleX, obj);
obj.set('height', obj.height * obj.scaleY, obj);
//if(obj.get('type')!='image'){
obj.scaleX = 1;
obj.scaleY = 1;
//}else{
// obj.scaleX = 1;
// obj.scaleY = 1;
// obj._element.scaleX = 1;
// obj._element.scaleY = 1;
// console.log("Width Contenedor Imagen: "+obj.width+" Width Imagen: "+obj._element.width);
// console.log("Scale Contenedor Imagen: "+obj.scaleX+" Scale Imagen: "+obj._element.scaleX);
//}
obj.setCoords();
//}
});
});
EDIT: New Discovery
Speaking of text, rect, images and polylines, it seems that I am modifying an external container, because the inner content remains intact. How can I modify the size of that let's say, inner container?
Related
For a few days now, I have been trying to change the fill color of the control that is scaling an object.
Here is a gif of what I'm talking about:
I would like some guidance on how to achieve this. I have been digging through Fabricjs documentation for days trying to get an idea on how to approach this problem.
https://github.com/fabricjs/fabric.js/wiki/Working-with-events
My theory was to bind to mouse:down and mouse:up events. When mouse:down event fires, obtain the control context and change its fill color and when the mouse:up fires, restore the fill color.
Unfortunately, I can't find any fabricjs method that would allow me to obtain the control context.
http://fabricjs.com/docs/fabric.Canvas.html
http://fabricjs.com/docs/fabric.Object.html
canvas.on('mouse:down',(){
// Obtain control context and change fill
});
canvas.on('mouse:up',(){
// Obtain control context and restore fill
});
I'm using Fabricjs version 3.2.0
I overwrote the _drawControl from fabric.Object. As you can see I verified this.__corner control variable, If are equal I changed the fill and stroke color to red. Very important I restored the context after I drawn the control
var canvas = new fabric.Canvas('fabriccanvas');
canvas.add(new fabric.Rect({
top: 50,
left: 50 ,
width: 100,
height: 100,
fill: '#' + (0x1000000 + (Math.random()) * 0xffffff).toString(16).substr(1, 6),
//fix attributes applied for all rects
cornerStyle:"circle",
originX: 'left',
originY: 'top',
transparentCorners:false
}));
fabric.Object.prototype._drawControl = function(control, ctx, methodName, left, top, styleOverride) {
styleOverride = styleOverride || {};
if (!this.isControlVisible(control)) {
return;
}
var size = this.cornerSize, stroke = !this.transparentCorners && this.cornerStrokeColor;
switch (styleOverride.cornerStyle || this.cornerStyle) {
case 'circle':
if(control == this.__corner){
ctx.save();
ctx.strokeStyle = ctx.fillStyle='red';
}
ctx.beginPath();
ctx.arc(left + size / 2, top + size / 2, size / 2, 0, 2 * Math.PI, false);
ctx[methodName]();
if (stroke) {
ctx.stroke();
}
if(control == this.__corner){
ctx.restore();
}
break;
default:
this.transparentCorners || ctx.clearRect(left, top, size, size);
ctx[methodName + 'Rect'](left, top, size, size);
if (stroke) {
ctx.strokeRect(left, top, size, size);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.2.0/fabric.js"></script>
<br/>
<canvas id="fabriccanvas" width="600" height="200" style="border:1px solid #ccc"></canvas>
I try to rotate an object around the canvas center smoothly using a slider,
I use fabric.util.rotatePoint to find the new center point and set the new angle,but it seems not exactly around the center point and the object position is jumping.
https://jsfiddle.net/j0g1tLsb/26/
here is my code doing this:
const canvas = new fabric.Canvas('c', { width: innerWidth, height: innerHeight });
canvas.controlsAboveOverlay = true;
canvas.preserveObjectStacking = true;
const rect = new fabric.Rect({
width: 300,
height: 150,
left: 400,
top: 400,
fill: "lightgray",
originX: 'center',
originY: 'center'
});
const centerPoint = new fabric.Circle({
originX: 'center',
originY: 'center',
top: innerHeight/2,
left: innerWidth/2,
radius: 10,
fill: 'red',
hasControls: false,
selectable:false
});
const log = new fabric.Text('', {
left: 30,
top: 30,
originX: 'left',
originY: 'top',
fontSize: 18,
evented: false,
selectable: false
});
canvas.add(rect, centerPoint, log);
document.getElementById('img-rotation').oninput = function() {
rect.set('angle', this.value);
var posNewCenter = fabric.util.rotatePoint(
rect.getCenterPoint(),
canvas.getVpCenter(),
fabric.util.degreesToRadians(this.value)
);
rect.set({
left: posNewCenter.x,
top: posNewCenter.y,
angle: this.value
});
log.set('text', `angle: ${Math.round(rect.angle)} \nleft: ${rect.left} \ntop: ${rect.top}`);
canvas.requestRenderAll();
};
rect.on('modified', () => {
log.set('text', `angle: ${Math.round(rect.angle)} \nleft: ${rect.left} \ntop: ${rect.top}`);
canvas.renderAll();
});
Your problem is in getting center point from the rectangle every time. You need just set new Point from the original rectangle position.
var posNewCenter = fabric.util.rotatePoint(
new fabric.Point(400, 400), //here is your mistake
canvas.getVpCenter(),
fabric.util.degreesToRadians(this.value)
);
rect.set({
left: posNewCenter.x,
top: posNewCenter.y,
angle: this.value
});
Working fiddle
UPDATE:
In order of the modification of the Rectangle you need to use object:modified event to reassign top and left coordinates.
First of all declare top and left variables and use them inside rectangle object:
let top = 400;
let left = 400;
const rect = new fabric.Rect({
...
left: left,
top: top,
...
targetObj: 'rectangle' //you can use any value or ID, it's only for targeting purpose
});
Then you need to check when object is modified. If event is fired then check if it is rectangle.
canvas.on('object:modified', (e) => {
if (e.target.hasOwnProperty('targetObj') && e.target.targetObj === 'rectangle') {
left = e.target.get('left');
top = e.target.get('top');
}
})
Finally, use left and top variables inside oninput event of the slider:
var posNewCenter = fabric.util.rotatePoint(
new fabric.Point(left, top),
canvas.getVpCenter(),
fabric.util.degreesToRadians(this.value)
);
Working updated fiddle
After drawing an object and modifying the object with the mouse, the coordinates(Object.width and Object.height) remain the same as the originally drawn object.
const button = document.querySelector('button');
function load() {
const canvas = new fabric.Canvas('c');
const rect = new fabric.Rect({
width: 100,
height: 100,
left: 10,
top: 10,
fill: 'yellow',
});
function objectAddedListener(ev) {
let target = ev.target;
console.log('left', target.left, 'top', target.top, 'width', target.width, 'height', target.height);
}
function objectMovedListener(ev) {
let target = ev.target;
console.log('left', target.left, 'top', target.top, 'width', target.width, 'height', target.height);
}
canvas.on('object:added', objectAddedListener);
canvas.on('object:modified', objectMovedListener);
canvas.add(rect);
}
load();
button.addEventListener('click', load);
See codepen
width = target.width * target.scaleX,
height = target.height * target.scaleY
As we are scalling, so you need to multiply the scaleX and scaleY value to width and height respectively. Here is updated codepen
Currently You can use:
this.yourObject.getScaledWidth();
this.yourObject.getScaledHeight();
Which returns the same result.
I am using fabric js for resizing object i want user to resize the object with in min&max limits. How to do this with fabric js.
I tried properties like
lockScalingX,lockScalingY,lockMomentX,lockMomentY but no luck.
Any help will be grateful.
Thanks,
There is no way to do it natively in fabric but you can hook in to the scaling event and make any modification to the object you should like. In this code I stop the scaling as well as correct fabric from shifting the top/left when I am over riding the scaling.
window.canvas = new fabric.Canvas('c');
var rect = new fabric.Rect({
left: 100,
top: 100,
width: 50,
height: 50,
fill: '#faa',
originX: 'left',
originY: 'top',
stroke: "#000",
strokeWidth: 1,
centeredRotation: true
});
canvas.add(rect);
var maxScaleX = 2;
var maxScaleY = 2;
rect.on('scaling', function() {
if(this.scaleX > maxScaleX) {
this.scaleX = maxScaleX;
this.left = this.lastGoodLeft;
this.top = this.lastGoodTop;
}
if(this.scaleY > maxScaleY) {
this.scaleY = maxScaleY;
this.left = this.lastGoodLeft;
this.top = this.lastGoodTop;
}
this.lastGoodTop = this.top;
this.lastGoodLeft = this.left;
})
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.4/fabric.min.js"></script>
<canvas id="c" width="600" height="600"></canvas>
Might come in handy for people searching for similar answers.
You can natively set the minimum limit for scaling by setting minScaleLimit. However, there isn't an out-of-the-box solution available for setting maximum limit.
i addapted the drag limit algorithm that i had. In my specific case, i have a canvas element with a background image and i had to limit the other objects resizing with the background image limits so i added extra margins to do that. But if you need to limit the objects resizing only with the canvas size you can set the extra margins to 0.
//Limit the draggable zone
this.canvas.on("object:scaling", function (e) {
let obj = e.target;
let canvas = obj.canvas;
let zoom = canvas.getZoom();
let pan_x = canvas.viewportTransform[4];
let pan_y = canvas.viewportTransform[5];
// width & height we are constraining to must be calculated by applying the inverse of the current viewportTransform
let canvas_height = canvas.height / zoom;
let canvas_width = canvas.width / zoom;
let totalWidth = obj.width * obj.scaleX;
let totalHeight = obj.height * obj.scaleY;
// if you need margins set them here
let top_margin = marginYTop;
let bottom_margin = marginYBottom;
let left_margin = marginXLeft;
let right_margin = marginXRight;
let top_bound = top_margin - pan_y;
let bottom_bound = canvas_height - bottom_margin - pan_y;
let left_bound = left_margin - pan_x;
let right_bound = canvas_width - right_margin - pan_x;
if (obj.top < top_bound || (obj.top + totalHeight) > bottom_bound) {
obj.scaleY = obj.canvas.lastScaleY;
obj.set("top", top_bound);
}
if (obj.left < left_bound || (obj.left + totalWidth) > right_bound) {
obj.scaleX = obj.canvas.lastScaleX;
obj.set("left", left_bound);
}
obj.canvas.lastScaleY = obj.scaleY;
obj.canvas.lastScaleX = obj.scaleX;
});
As this is top 1 topic in google:
Better answer (based on StefanHayden snipped ^^ and http://jsfiddle.net/fabricjs/58y8b/):
window.canvas = new fabric.Canvas('c');
var rect = new fabric.Rect({
left: 100,
top: 100,
width: 50,
height: 50,
fill: '#faa',
originX: 'left',
originY: 'top',
stroke: "#000",
strokeWidth: 1,
centeredRotation: true
});
//Gradient to see pattern on passing 0 in scaling
// horizontal linear gradient
rect.setGradient('fill', {
type: 'linear',
x1: -rect.width / 2,
y1: 50,
x2: rect.width / 2,
y2: 50,
colorStops: {
0: '#ffe47b',
1: 'rgb(111,154,211)'
}
});
canvas.add(rect);
var maxScaleX = 2;
var maxScaleY = 2;
//Set starting center point:
var centerPoint = rect.getCenterPoint();
//Save center point on center point changing events (moved, maybe some cases of: rotated (not center rotation), added and drop (just assuming for last two))
rect.on('moved rotated added drop', function() {
centerPoint = rect.getCenterPoint();
});
rect.on('scaling', function() {
if(this.scaleX > maxScaleX) {
this.scaleX = maxScaleX;
}
if(this.scaleY > maxScaleY) {
this.scaleY = maxScaleY;
}
rect.setPositionByOrigin(centerPoint, 'center', 'center');
})
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.4/fabric.min.js"></script>
<canvas id="c" width="600" height="600"></canvas>
Any guidance with jsfiddle example showing ClipTo serialization will be appreciated? Current ToJSON function does not work when trying to serialize clipped objects. See the ToJSON implementation at the bottom of the code.
JSFiddle Link: http://jsfiddle.net/PromInc/ZxYCP/
var img01URL = 'https://www.google.com/images/srpr/logo4w.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var canvas = new fabric.Canvas('c');
// Note the use of the `originX` and `originY` properties, which we set
// to 'left' and 'top', respectively. This makes the math in the `clipTo`
// functions a little bit more straight-forward.
var clipRect1 = new fabric.Rect({
originX: 'left',
originY: 'top',
left: 180,
top: 10,
width: 200,
height: 200,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 0,
selectable: false
});
// We give these `Rect` objects a name property so the `clipTo` functions can
// find the one by which they want to be clipped.
clipRect1.set({
clipFor: 'pug'
});
canvas.add(clipRect1);
var clipRect2 = new fabric.Rect({
originX: 'left',
originY: 'top',
left: 10,
top: 10,
width: 150,
height: 150,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 0,
selectable: false
});
// We give these `Rect` objects a name property so the `clipTo` functions can
// find the one by which they want to be clipped.
clipRect2.set({
clipFor: 'logo'
});
canvas.add(clipRect2);
function findByClipName(name) {
return _(canvas.getObjects()).where({
clipFor: name
}).first()
}
// Since the `angle` property of the Image object is stored
// in degrees, we'll use this to convert it to radians.
function degToRad(degrees) {
return degrees * (Math.PI / 180);
}
var clipByName = function (ctx) {
this.setCoords();
var clipRect = findByClipName(this.clipName);
var scaleXTo1 = (1 / this.scaleX);
var scaleYTo1 = (1 / this.scaleY);
ctx.save();
var ctxLeft = -( this.width / 2 ) + clipRect.strokeWidth;
var ctxTop = -( this.height / 2 ) + clipRect.strokeWidth;
var ctxWidth = clipRect.width - clipRect.strokeWidth;
var ctxHeight = clipRect.height - clipRect.strokeWidth;
ctx.translate( ctxLeft, ctxTop );
ctx.rotate(degToRad(this.angle * -1));
ctx.scale(scaleXTo1, scaleYTo1);
ctx.beginPath();
ctx.rect(
clipRect.left - this.oCoords.tl.x,
clipRect.top - this.oCoords.tl.y,
clipRect.width,
clipRect.height
);
ctx.closePath();
ctx.restore();
}
var pugImg = new Image();
pugImg.onload = function (img) {
var pug = new fabric.Image(pugImg, {
angle: 45,
width: 500,
height: 500,
left: 230,
top: 50,
scaleX: 0.3,
scaleY: 0.3,
clipName: 'pug',
clipTo: function(ctx) {
return _.bind(clipByName, pug)(ctx)
}
});
canvas.add(pug);
};
pugImg.src = img02URL;
var logoImg = new Image();
logoImg.onload = function (img) {
var logo = new fabric.Image(logoImg, {
angle: 0,
width: 550,
height: 190,
left: 50,
top: 50,
scaleX: 0.25,
scaleY: 0.25,
clipName: 'logo',
clipTo: function(ctx) {
return _.bind(clipByName, logo)(ctx)
}
});
canvas.add(logo);
};
logoImg.src = img01URL;
//convert to json
var serialized=JSON.stringify(canvas);
canvas.clear();
canvas.loadFromDatalessJSON(serialized);
alert(serialized);
fabricjs clipTo should be included in the json representation of the canvas by default.
So if you use toJSON you will find a clipTo field in the json representation of canvas containing the clipTo's function.
Here is a demo.