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© @DateTime.Now.Year - fxl
@await RenderSectionAsync("Scripts", false) \ No newline at end of file diff --git a/fxl.codes.kisekae.csproj b/fxl.codes.kisekae.csproj index a624911..0e7424c 100644 --- a/fxl.codes.kisekae.csproj +++ b/fxl.codes.kisekae.csproj @@ -7,26 +7,27 @@ - - - - - + + + + all + runtime; build; native; contentfiles; analyzers; buildtransitive + + + + - - - - all - runtime; build; native; contentfiles; analyzers; buildtransitive - - - - + <_ContentIncludedByDefault Remove="wwwroot\css\main.css"/> - <_ContentIncludedByDefault Remove="wwwroot\css\main.css" /> + + + + + + diff --git a/package-lock.json b/package-lock.json index bd1f9e8..7cc0d33 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,53 +1,100 @@ { "name": "fxl.codes.kisekae", - "version": "1.0.0", - "lockfileVersion": 2, + "lockfileVersion": 3, "requires": true, "packages": { "": { - "name": "fxl.codes.kisekae", - "version": "1.0.0", - "license": "UNLICENSED", "dependencies": { - "@types/lodash": "^4.14.178", - "fabric": "^4.6.0", - 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"lodash": "^4.17.21", - "material-components-web": "^13.0.0" + "@types/fabric": "^5.3.7", + "fabric": "^5.3.0" + }, + "devDependencies": { + "@types/jquery": "^3.5.29", + "jquery": "^3.7.1", + "ts-loader": "^9.5.1", + "webpack": "^5.90.1", + "webpack-cli": "^5.1.4" } } diff --git a/tsconfig.json b/tsconfig.json index 2c73ea6..ce3ba5f 100644 --- a/tsconfig.json +++ b/tsconfig.json @@ -1,12 +1,24 @@ { "compilerOptions": { "moduleResolution": "Node", - "module": "ES6", + "module": "AMD", "noImplicitAny": true, "removeComments": true, "preserveConstEnums": true, - "sourceMap": true + "outFile": "wwwroot/js/main.js", + "allowSyntheticDefaultImports": true, + "types": [ + "jquery" + ], + "lib": [ + "ESNext", + "DOM" + ] }, - "include": ["./Scripts/*"], - "exclude": ["node_modules"] + "include": [ + "./Scripts/*" + ], + "exclude": [ + "node_modules" + ] } \ No newline at end of file diff --git a/webpack.config.js b/webpack.config.js index 1b0c0ad..768a16b 100644 --- a/webpack.config.js +++ b/webpack.config.js @@ -1,9 +1,9 @@ const path = require('path'); module.exports = [{ + mode: "development", entry: { - main: ["./Scripts/main.ts", "./Styles/main.scss"], - uploader: "./Scripts/upload.ts", + main: ["./Scripts/play.ts"] }, output: { filename: 'js/[name].js', @@ -15,41 +15,8 @@ module.exports = [{ }, module: { rules: [ - { - test: /\.scss$/, - use: [ - { - loader: 'file-loader', - options: { - name: 'css/main.css', - }, - }, - {loader: 'extract-loader'}, - { - loader: 'css-loader', - options: { - // What the **fuck** - // https://github.com/peerigon/extract-loader/issues/111#issuecomment-948791524 - esModule: false - } - }, - { - loader: 'sass-loader', - options: { - // Prefer Dart Sass - implementation: require('sass'), - - // See https://github.com/webpack-contrib/sass-loader/issues/804 - webpackImporter: false, - sassOptions: { - includePaths: ['./node_modules'], - }, - }, - } - ], - }, {test: /\.tsx?$/, loader: "ts-loader"} - ], + ] }, stats: { errorDetails: true diff --git a/wwwroot/css/main.css b/wwwroot/css/main.css index b0e3322..fa85136 100644 --- a/wwwroot/css/main.css +++ b/wwwroot/css/main.css @@ -1,2891 +1,24 @@ -.mdc-touch-target-wrapper { - display: inline; -} - -.mdc-elevation-overlay { - position: absolute; - border-radius: inherit; - pointer-events: none; - opacity: 0; - /* @alternate */ - opacity: var(--mdc-elevation-overlay-opacity, 0); - transition: opacity 280ms cubic-bezier(0.4, 0, 0.2, 1); - background-color: #fff; - /* @alternate */ - background-color: var(--mdc-elevation-overlay-color, #fff); -} - -.mdc-button { - /* @alternate */ - position: relative; - display: inline-flex; - align-items: center; - justify-content: center; - box-sizing: border-box; - min-width: 64px; - border: none; - outline: none; - /* @alternate */ - line-height: inherit; - user-select: none; - -webkit-appearance: none; - overflow: visible; - vertical-align: middle; - background: transparent; -} -.mdc-button .mdc-elevation-overlay { - width: 100%; +html, +body { height: 100%; - top: 0; - /* @noflip */ - /*rtl:ignore*/ - left: 0; -} -.mdc-button::-moz-focus-inner { - padding: 0; - border: 0; -} -.mdc-button:active { - outline: none; -} -.mdc-button:hover { - cursor: pointer; -} -.mdc-button:disabled { - cursor: default; - pointer-events: none; -} -.mdc-button .mdc-button__icon { - /* @noflip */ - /*rtl:ignore*/ - margin-left: 0; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 8px; - display: inline-block; - position: relative; - vertical-align: top; -} -[dir=rtl] .mdc-button .mdc-button__icon, .mdc-button .mdc-button__icon[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - margin-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 0; - /*rtl:end:ignore*/ -} - -.mdc-button .mdc-button__label { - position: relative; -} -.mdc-button .mdc-button__touch { - position: absolute; - top: 50%; - height: 48px; - left: 0; - right: 0; - transform: translateY(-50%); -} - -.mdc-button__label + .mdc-button__icon { - /* @noflip */ - /*rtl:ignore*/ - margin-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 0; -} -[dir=rtl] .mdc-button__label + .mdc-button__icon, .mdc-button__label + .mdc-button__icon[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - margin-left: 0; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 8px; - /*rtl:end:ignore*/ -} - -svg.mdc-button__icon { - fill: currentColor; -} - -.mdc-button--touch { - margin-top: 6px; - margin-bottom: 6px; -} - -.mdc-button { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-button-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - text-decoration: none; - /* @alternate */ - text-decoration: var(--mdc-typography-button-text-decoration, none); -} - -.mdc-button { - padding: 0 8px 0 8px; -} - -.mdc-button--unelevated { - transition: box-shadow 280ms cubic-bezier(0.4, 0, 0.2, 1); - padding: 0 16px 0 16px; -} -.mdc-button--unelevated.mdc-button--icon-trailing { - padding: 0 12px 0 16px; -} -.mdc-button--unelevated.mdc-button--icon-leading { - padding: 0 16px 0 12px; -} - -.mdc-button--raised { - transition: box-shadow 280ms cubic-bezier(0.4, 0, 0.2, 1); - padding: 0 16px 0 16px; -} -.mdc-button--raised.mdc-button--icon-trailing { - padding: 0 12px 0 16px; -} -.mdc-button--raised.mdc-button--icon-leading { - padding: 0 16px 0 12px; -} - -.mdc-button--outlined { - border-style: solid; - transition: border 280ms cubic-bezier(0.4, 0, 0.2, 1); -} -.mdc-button--outlined .mdc-button__ripple { - border-style: solid; - border-color: transparent; -} - -@keyframes mdc-ripple-fg-radius-in { - from { - animation-timing-function: cubic-bezier(0.4, 0, 0.2, 1); - transform: translate(var(--mdc-ripple-fg-translate-start, 0)) scale(1); - } - to { - transform: translate(var(--mdc-ripple-fg-translate-end, 0)) scale(var(--mdc-ripple-fg-scale, 1)); - } -} -@keyframes mdc-ripple-fg-opacity-in { - from { - animation-timing-function: linear; - opacity: 0; - } - to { - opacity: var(--mdc-ripple-fg-opacity, 0); - } -} -@keyframes mdc-ripple-fg-opacity-out { - from { - animation-timing-function: linear; - opacity: var(--mdc-ripple-fg-opacity, 0); - } - to { - opacity: 0; - } -} -.mdc-button { - --mdc-ripple-fg-size: 0; - --mdc-ripple-left: 0; - --mdc-ripple-top: 0; - --mdc-ripple-fg-scale: 1; - --mdc-ripple-fg-translate-end: 0; - --mdc-ripple-fg-translate-start: 0; - -webkit-tap-highlight-color: rgba(0, 0, 0, 0); - will-change: transform, opacity; -} -.mdc-button .mdc-button__ripple::before, -.mdc-button .mdc-button__ripple::after { - position: absolute; - border-radius: 50%; - opacity: 0; - pointer-events: none; - content: ""; -} -.mdc-button .mdc-button__ripple::before { - transition: opacity 15ms linear, background-color 15ms linear; - z-index: 1; - /* @alternate */ - z-index: var(--mdc-ripple-z-index, 1); -} -.mdc-button .mdc-button__ripple::after { - z-index: 0; - /* @alternate */ - z-index: var(--mdc-ripple-z-index, 0); -} -.mdc-button.mdc-ripple-upgraded .mdc-button__ripple::before { - transform: scale(var(--mdc-ripple-fg-scale, 1)); -} -.mdc-button.mdc-ripple-upgraded .mdc-button__ripple::after { - top: 0; - /* @noflip */ - /*rtl:ignore*/ - left: 0; - transform: scale(0); - transform-origin: center center; -} -.mdc-button.mdc-ripple-upgraded--unbounded .mdc-button__ripple::after { - top: var(--mdc-ripple-top, 0); - /* @noflip */ - /*rtl:ignore*/ - left: var(--mdc-ripple-left, 0); -} -.mdc-button.mdc-ripple-upgraded--foreground-activation .mdc-button__ripple::after { - animation: mdc-ripple-fg-radius-in 225ms forwards, mdc-ripple-fg-opacity-in 75ms forwards; -} -.mdc-button.mdc-ripple-upgraded--foreground-deactivation .mdc-button__ripple::after { - animation: mdc-ripple-fg-opacity-out 150ms; - transform: translate(var(--mdc-ripple-fg-translate-end, 0)) scale(var(--mdc-ripple-fg-scale, 1)); -} -.mdc-button .mdc-button__ripple::before, -.mdc-button .mdc-button__ripple::after { - top: calc(50% - 100%); - /* @noflip */ - /*rtl:ignore*/ - left: calc(50% - 100%); - width: 200%; - height: 200%; -} -.mdc-button.mdc-ripple-upgraded .mdc-button__ripple::after { - width: var(--mdc-ripple-fg-size, 100%); - height: var(--mdc-ripple-fg-size, 100%); -} -.mdc-button .mdc-button__ripple { - position: absolute; - box-sizing: content-box; - width: 100%; - height: 100%; - overflow: hidden; - z-index: 0; -} -.mdc-button:not(.mdc-button--outlined) .mdc-button__ripple { - top: 0; - left: 0; -} - -.mdc-button { - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-text-button-label-text-font, var(--mdc-typography-button-font-family, var(--mdc-typography-font-family, Roboto, sans-serif))); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-text-button-label-text-size, var(--mdc-typography-button-font-size, 0.875rem)); - letter-spacing: 0.0892857143em; - /* @alternate */ - letter-spacing: var(--mdc-text-button-label-text-tracking, var(--mdc-typography-button-letter-spacing, 0.0892857143em)); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-text-button-label-text-weight, var(--mdc-typography-button-font-weight, 500)); - text-transform: uppercase; - /* @alternate */ - text-transform: var(--mdc-text-button-label-text-transform, var(--mdc-typography-button-text-transform, uppercase)); - height: 36px; - /* @alternate */ - height: var(--mdc-text-button-container-height, 36px); - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-text-button-container-shape, var(--mdc-shape-small, 4px)); -} -.mdc-button:not(:disabled) { - color: #ff6e40; - /* @alternate */ - color: var(--mdc-text-button-label-text-color, var(--mdc-theme-primary, #ff6e40)); -} -.mdc-button:disabled { - color: rgba(0, 0, 0, 0.38); - /* @alternate */ - color: var(--mdc-text-button-disabled-label-text-color, rgba(0, 0, 0, 0.38)); -} -.mdc-button .mdc-button__icon { - font-size: 1.125rem; - /* @alternate */ - font-size: var(--mdc-text-button-with-icon-icon-size, 1.125rem); - width: 1.125rem; - /* @alternate */ - width: var(--mdc-text-button-with-icon-icon-size, 1.125rem); - height: 1.125rem; - /* @alternate */ - height: var(--mdc-text-button-with-icon-icon-size, 1.125rem); -} -.mdc-button .mdc-button__ripple::before, -.mdc-button .mdc-button__ripple::after { - background-color: #ff6e40; - /* @alternate */ - background-color: var(--mdc-text-button-hover-state-layer-color, var(--mdc-theme-primary, #ff6e40)); -} -.mdc-button:hover .mdc-button__ripple::before, .mdc-button.mdc-ripple-surface--hover .mdc-button__ripple::before { - opacity: 0.04; - /* @alternate */ - opacity: var(--mdc-text-button-hover-state-layer-opacity, 0.04); -} -.mdc-button.mdc-ripple-upgraded--background-focused .mdc-button__ripple::before, .mdc-button:not(.mdc-ripple-upgraded):focus .mdc-button__ripple::before { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-text-button-focus-state-layer-opacity, 0.12); -} -.mdc-button:not(.mdc-ripple-upgraded) .mdc-button__ripple::after { - transition: opacity 150ms linear; -} -.mdc-button:not(.mdc-ripple-upgraded):active .mdc-button__ripple::after { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-text-button-pressed-state-layer-opacity, 0.12); -} -.mdc-button.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-text-button-pressed-state-layer-opacity, 0.12); -} -.mdc-button .mdc-button__ripple { - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-text-button-container-shape, var(--mdc-shape-small, 4px)); -} - -.mdc-button--unelevated { - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-filled-button-label-text-font, var(--mdc-typography-button-font-family, var(--mdc-typography-font-family, Roboto, sans-serif))); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-filled-button-label-text-size, var(--mdc-typography-button-font-size, 0.875rem)); - letter-spacing: 0.0892857143em; - /* @alternate */ - letter-spacing: var(--mdc-filled-button-label-text-tracking, var(--mdc-typography-button-letter-spacing, 0.0892857143em)); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-filled-button-label-text-weight, var(--mdc-typography-button-font-weight, 500)); - text-transform: uppercase; - /* @alternate */ - text-transform: var(--mdc-filled-button-label-text-transform, var(--mdc-typography-button-text-transform, uppercase)); - height: 36px; - /* @alternate */ - height: var(--mdc-filled-button-container-height, 36px); - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-filled-button-container-shape, var(--mdc-shape-small, 4px)); -} -.mdc-button--unelevated:not(:disabled) { - background-color: #ff6e40; - /* @alternate */ - background-color: var(--mdc-filled-button-container-color, var(--mdc-theme-primary, #ff6e40)); -} -.mdc-button--unelevated:disabled { - background-color: rgba(0, 0, 0, 0.12); - /* @alternate */ - background-color: var(--mdc-filled-button-disabled-container-color, rgba(0, 0, 0, 0.12)); -} -.mdc-button--unelevated:not(:disabled) { - color: #263238; - /* @alternate */ - color: var(--mdc-filled-button-label-text-color, var(--mdc-theme-on-primary, #263238)); -} -.mdc-button--unelevated:disabled { - color: rgba(0, 0, 0, 0.38); - /* @alternate */ - color: var(--mdc-filled-button-disabled-label-text-color, rgba(0, 0, 0, 0.38)); -} -.mdc-button--unelevated .mdc-button__icon { - font-size: 1.125rem; - /* @alternate */ - font-size: var(--mdc-filled-button-with-icon-icon-size, 1.125rem); - width: 1.125rem; - /* @alternate */ - width: var(--mdc-filled-button-with-icon-icon-size, 1.125rem); - height: 1.125rem; - /* @alternate */ - height: var(--mdc-filled-button-with-icon-icon-size, 1.125rem); -} -.mdc-button--unelevated .mdc-button__ripple::before, -.mdc-button--unelevated .mdc-button__ripple::after { - background-color: #263238; - /* @alternate */ - background-color: var(--mdc-filled-button-hover-state-layer-color, var(--mdc-theme-on-primary, #263238)); -} -.mdc-button--unelevated:hover .mdc-button__ripple::before, .mdc-button--unelevated.mdc-ripple-surface--hover .mdc-button__ripple::before { - opacity: 0.08; - /* @alternate */ - opacity: var(--mdc-filled-button-hover-state-layer-opacity, 0.08); -} -.mdc-button--unelevated.mdc-ripple-upgraded--background-focused .mdc-button__ripple::before, .mdc-button--unelevated:not(.mdc-ripple-upgraded):focus .mdc-button__ripple::before { - transition-duration: 75ms; - opacity: 0.24; - /* @alternate */ - opacity: var(--mdc-filled-button-focus-state-layer-opacity, 0.24); -} -.mdc-button--unelevated:not(.mdc-ripple-upgraded) .mdc-button__ripple::after { - transition: opacity 150ms linear; -} -.mdc-button--unelevated:not(.mdc-ripple-upgraded):active .mdc-button__ripple::after { - transition-duration: 75ms; - opacity: 0.24; - /* @alternate */ - opacity: var(--mdc-filled-button-pressed-state-layer-opacity, 0.24); -} -.mdc-button--unelevated.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-filled-button-pressed-state-layer-opacity, 0.24); -} -.mdc-button--unelevated .mdc-button__ripple { - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-filled-button-container-shape, var(--mdc-shape-small, 4px)); -} - -.mdc-button--raised { - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-protected-button-label-text-font, var(--mdc-typography-button-font-family, var(--mdc-typography-font-family, Roboto, sans-serif))); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-protected-button-label-text-size, var(--mdc-typography-button-font-size, 0.875rem)); - letter-spacing: 0.0892857143em; - /* @alternate */ - letter-spacing: var(--mdc-protected-button-label-text-tracking, var(--mdc-typography-button-letter-spacing, 0.0892857143em)); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-protected-button-label-text-weight, var(--mdc-typography-button-font-weight, 500)); - text-transform: uppercase; - /* @alternate */ - text-transform: var(--mdc-protected-button-label-text-transform, var(--mdc-typography-button-text-transform, uppercase)); - height: 36px; - /* @alternate */ - height: var(--mdc-protected-button-container-height, 36px); - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-protected-button-container-shape, var(--mdc-shape-small, 4px)); - box-shadow: 0px 3px 1px -2px rgba(0, 0, 0, 0.2), 0px 2px 2px 0px rgba(0, 0, 0, 0.14), 0px 1px 5px 0px rgba(0, 0, 0, 0.12); - /* @alternate */ - box-shadow: var(--mdc-protected-button-container-elevation, var(--mdc-elevation-box-shadow-for-gss)); - --mdc-elevation-box-shadow-for-gss: 0px 3px 1px -2px rgba(0, 0, 0, 0.2), 0px 2px 2px 0px rgba(0, 0, 0, 0.14), 0px 1px 5px 0px rgba(0, 0, 0, 0.12); -} -.mdc-button--raised:not(:disabled) { - background-color: #ff6e40; - /* @alternate */ - background-color: var(--mdc-protected-button-container-color, var(--mdc-theme-primary, #ff6e40)); -} -.mdc-button--raised:disabled { - background-color: rgba(0, 0, 0, 0.12); - /* @alternate */ - background-color: var(--mdc-protected-button-disabled-container-color, rgba(0, 0, 0, 0.12)); -} -.mdc-button--raised:not(:disabled) { - color: #263238; - /* @alternate */ - color: var(--mdc-protected-button-label-text-color, var(--mdc-theme-on-primary, #263238)); -} -.mdc-button--raised:disabled { - color: rgba(0, 0, 0, 0.38); - /* @alternate */ - color: var(--mdc-protected-button-disabled-label-text-color, rgba(0, 0, 0, 0.38)); -} -.mdc-button--raised .mdc-button__icon { - font-size: 1.125rem; - /* @alternate */ - font-size: var(--mdc-protected-button-with-icon-icon-size, 1.125rem); - width: 1.125rem; - /* @alternate */ - width: var(--mdc-protected-button-with-icon-icon-size, 1.125rem); - height: 1.125rem; - /* @alternate */ - height: var(--mdc-protected-button-with-icon-icon-size, 1.125rem); -} -.mdc-button--raised .mdc-button__ripple::before, -.mdc-button--raised .mdc-button__ripple::after { - background-color: #263238; - /* @alternate */ - background-color: var(--mdc-protected-button-hover-state-layer-color, var(--mdc-theme-on-primary, #263238)); -} -.mdc-button--raised:hover .mdc-button__ripple::before, .mdc-button--raised.mdc-ripple-surface--hover .mdc-button__ripple::before { - opacity: 0.08; - /* @alternate */ - opacity: var(--mdc-protected-button-hover-state-layer-opacity, 0.08); -} -.mdc-button--raised.mdc-ripple-upgraded--background-focused .mdc-button__ripple::before, .mdc-button--raised:not(.mdc-ripple-upgraded):focus .mdc-button__ripple::before { - transition-duration: 75ms; - opacity: 0.24; - /* @alternate */ - opacity: var(--mdc-protected-button-focus-state-layer-opacity, 0.24); -} -.mdc-button--raised:not(.mdc-ripple-upgraded) .mdc-button__ripple::after { - transition: opacity 150ms linear; -} -.mdc-button--raised:not(.mdc-ripple-upgraded):active .mdc-button__ripple::after { - transition-duration: 75ms; - opacity: 0.24; - /* @alternate */ - opacity: var(--mdc-protected-button-pressed-state-layer-opacity, 0.24); -} -.mdc-button--raised.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-protected-button-pressed-state-layer-opacity, 0.24); -} -.mdc-button--raised .mdc-button__ripple { - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-protected-button-container-shape, var(--mdc-shape-small, 4px)); -} -.mdc-button--raised.mdc-ripple-upgraded--background-focused, .mdc-button--raised:not(.mdc-ripple-upgraded):focus { - box-shadow: 0px 2px 4px -1px rgba(0, 0, 0, 0.2), 0px 4px 5px 0px rgba(0, 0, 0, 0.14), 0px 1px 10px 0px rgba(0, 0, 0, 0.12); - /* @alternate */ - box-shadow: var(--mdc-protected-button-focus-container-elevation, var(--mdc-elevation-box-shadow-for-gss)); - --mdc-elevation-box-shadow-for-gss: 0px 2px 4px -1px rgba(0, 0, 0, 0.2), 0px 4px 5px 0px rgba(0, 0, 0, 0.14), 0px 1px 10px 0px rgba(0, 0, 0, 0.12); -} -.mdc-button--raised:hover { - box-shadow: 0px 2px 4px -1px rgba(0, 0, 0, 0.2), 0px 4px 5px 0px rgba(0, 0, 0, 0.14), 0px 1px 10px 0px rgba(0, 0, 0, 0.12); - /* @alternate */ - box-shadow: var(--mdc-protected-button-hover-container-elevation, var(--mdc-elevation-box-shadow-for-gss)); - --mdc-elevation-box-shadow-for-gss: 0px 2px 4px -1px rgba(0, 0, 0, 0.2), 0px 4px 5px 0px rgba(0, 0, 0, 0.14), 0px 1px 10px 0px rgba(0, 0, 0, 0.12); -} -.mdc-button--raised:not(:disabled):active { - box-shadow: 0px 5px 5px -3px rgba(0, 0, 0, 0.2), 0px 8px 10px 1px rgba(0, 0, 0, 0.14), 0px 3px 14px 2px rgba(0, 0, 0, 0.12); - /* @alternate */ - box-shadow: var(--mdc-protected-button-pressed-container-elevation, var(--mdc-elevation-box-shadow-for-gss)); - --mdc-elevation-box-shadow-for-gss: 0px 5px 5px -3px rgba(0, 0, 0, 0.2), 0px 8px 10px 1px rgba(0, 0, 0, 0.14), 0px 3px 14px 2px rgba(0, 0, 0, 0.12); -} -.mdc-button--raised:disabled { - box-shadow: 0px 0px 0px 0px rgba(0, 0, 0, 0.2), 0px 0px 0px 0px rgba(0, 0, 0, 0.14), 0px 0px 0px 0px rgba(0, 0, 0, 0.12); - /* @alternate */ - box-shadow: var(--mdc-protected-button-disabled-container-elevation, var(--mdc-elevation-box-shadow-for-gss)); - --mdc-elevation-box-shadow-for-gss: 0px 0px 0px 0px rgba(0, 0, 0, 0.2), 0px 0px 0px 0px rgba(0, 0, 0, 0.14), 0px 0px 0px 0px rgba(0, 0, 0, 0.12); -} -.mdc-button--outlined { - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-outlined-button-label-text-font, var(--mdc-typography-button-font-family, var(--mdc-typography-font-family, Roboto, sans-serif))); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-outlined-button-label-text-size, var(--mdc-typography-button-font-size, 0.875rem)); - letter-spacing: 0.0892857143em; - /* @alternate */ - letter-spacing: var(--mdc-outlined-button-label-text-tracking, var(--mdc-typography-button-letter-spacing, 0.0892857143em)); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-outlined-button-label-text-weight, var(--mdc-typography-button-font-weight, 500)); - text-transform: uppercase; - /* @alternate */ - text-transform: var(--mdc-outlined-button-label-text-transform, var(--mdc-typography-button-text-transform, uppercase)); - height: 36px; - /* @alternate */ - height: var(--mdc-outlined-button-container-height, 36px); - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-outlined-button-container-shape, var(--mdc-shape-small, 4px)); - padding: 0 15px 0 15px; - border-width: 1px; - /* @alternate */ - border-width: var(--mdc-outlined-button-outline-width, 1px); -} -.mdc-button--outlined:not(:disabled) { - color: #ff6e40; - /* @alternate */ - color: var(--mdc-outlined-button-label-text-color, var(--mdc-theme-primary, #ff6e40)); -} -.mdc-button--outlined:disabled { - color: rgba(0, 0, 0, 0.38); - /* @alternate */ - color: var(--mdc-outlined-button-disabled-label-text-color, rgba(0, 0, 0, 0.38)); -} -.mdc-button--outlined .mdc-button__icon { - font-size: 1.125rem; - /* @alternate */ - font-size: var(--mdc-outlined-button-with-icon-icon-size, 1.125rem); - width: 1.125rem; - /* @alternate */ - width: var(--mdc-outlined-button-with-icon-icon-size, 1.125rem); - height: 1.125rem; - /* @alternate */ - height: var(--mdc-outlined-button-with-icon-icon-size, 1.125rem); -} -.mdc-button--outlined .mdc-button__ripple::before, -.mdc-button--outlined .mdc-button__ripple::after { - background-color: #ff6e40; - /* @alternate */ - background-color: var(--mdc-outlined-button-hover-state-layer-color, var(--mdc-theme-primary, #ff6e40)); -} -.mdc-button--outlined:hover .mdc-button__ripple::before, .mdc-button--outlined.mdc-ripple-surface--hover .mdc-button__ripple::before { - opacity: 0.04; - /* @alternate */ - opacity: var(--mdc-outlined-button-hover-state-layer-opacity, 0.04); -} -.mdc-button--outlined.mdc-ripple-upgraded--background-focused .mdc-button__ripple::before, .mdc-button--outlined:not(.mdc-ripple-upgraded):focus .mdc-button__ripple::before { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-outlined-button-focus-state-layer-opacity, 0.12); -} -.mdc-button--outlined:not(.mdc-ripple-upgraded) .mdc-button__ripple::after { - transition: opacity 150ms linear; -} -.mdc-button--outlined:not(.mdc-ripple-upgraded):active .mdc-button__ripple::after { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-outlined-button-pressed-state-layer-opacity, 0.12); -} -.mdc-button--outlined.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-outlined-button-pressed-state-layer-opacity, 0.12); -} -.mdc-button--outlined .mdc-button__ripple { - border-radius: 4px; - /* @alternate */ - border-radius: var(--mdc-outlined-button-container-shape, var(--mdc-shape-small, 4px)); -} -.mdc-button--outlined:not(:disabled) { - border-color: rgba(0, 0, 0, 0.12); - /* @alternate */ - border-color: var(--mdc-outlined-button-outline-color, rgba(0, 0, 0, 0.12)); -} -.mdc-button--outlined:disabled { - border-color: rgba(0, 0, 0, 0.12); - /* @alternate */ - border-color: var(--mdc-outlined-button-disabled-outline-color, rgba(0, 0, 0, 0.12)); -} -.mdc-button--outlined.mdc-button--icon-trailing { - padding: 0 11px 0 15px; -} -.mdc-button--outlined.mdc-button--icon-leading { - padding: 0 15px 0 11px; -} -.mdc-button--outlined .mdc-button__ripple { - top: calc(-1 * 1px); - /* @alternate */ - top: calc(-1 * var(--mdc-outlined-button-outline-width, 1px)); - left: calc(-1 * 1px); - /* @alternate */ - left: calc(-1 * var(--mdc-outlined-button-outline-width, 1px)); - border-width: 1px; - /* @alternate */ - border-width: var(--mdc-outlined-button-outline-width, 1px); -} -.mdc-button--outlined .mdc-button__touch { - left: calc(-1 * 1px); - /* @alternate */ - left: calc(-1 * var(--mdc-outlined-button-outline-width, 1px)); - width: calc(100% + 2 * 1px); - /* @alternate */ - width: calc(100% + 2 * var(--mdc-outlined-button-outline-width, 1px)); -} - -.mdc-button--raised .mdc-button__icon, -.mdc-button--unelevated .mdc-button__icon, -.mdc-button--outlined .mdc-button__icon { - /* @noflip */ - /*rtl:ignore*/ - margin-left: -4px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 8px; -} -[dir=rtl] .mdc-button--raised .mdc-button__icon, [dir=rtl] .mdc-button--unelevated .mdc-button__icon, [dir=rtl] .mdc-button--outlined .mdc-button__icon, .mdc-button--raised .mdc-button__icon[dir=rtl], .mdc-button--unelevated .mdc-button__icon[dir=rtl], .mdc-button--outlined .mdc-button__icon[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - margin-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: -4px; - /*rtl:end:ignore*/ -} - -.mdc-button--raised .mdc-button__label + .mdc-button__icon, -.mdc-button--unelevated .mdc-button__label + .mdc-button__icon, -.mdc-button--outlined .mdc-button__label + .mdc-button__icon { - /* @noflip */ - /*rtl:ignore*/ - margin-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: -4px; -} -[dir=rtl] .mdc-button--raised .mdc-button__label + .mdc-button__icon, [dir=rtl] .mdc-button--unelevated .mdc-button__label + .mdc-button__icon, [dir=rtl] .mdc-button--outlined .mdc-button__label + .mdc-button__icon, .mdc-button--raised .mdc-button__label + .mdc-button__icon[dir=rtl], .mdc-button--unelevated .mdc-button__label + .mdc-button__icon[dir=rtl], .mdc-button--outlined .mdc-button__label + .mdc-button__icon[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - margin-left: -4px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip, -.mdc-evolution-chip__cell, -.mdc-evolution-chip__action { - display: inline-flex; - align-items: center; -} - -.mdc-evolution-chip { - position: relative; - max-width: 100%; -} -.mdc-evolution-chip .mdc-elevation-overlay { - width: 100%; - height: 100%; - top: 0; - /* @noflip */ - /*rtl:ignore*/ - left: 0; -} - -.mdc-evolution-chip__cell, -.mdc-evolution-chip__action { - height: 100%; -} - -.mdc-evolution-chip__cell--primary { - overflow-x: hidden; -} - -.mdc-evolution-chip__cell--trailing { - flex: 1 0 auto; -} - -.mdc-evolution-chip__action { - align-items: center; - background: none; - border: none; - box-sizing: content-box; - cursor: pointer; - display: inline-flex; - justify-content: center; - outline: none; - padding: 0; - text-decoration: none; - color: inherit; -} - -.mdc-evolution-chip__action--presentational { - cursor: auto; -} - -.mdc-evolution-chip--disabled, -.mdc-evolution-chip__action:disabled { - pointer-events: none; -} - -.mdc-evolution-chip__action--primary { - overflow-x: hidden; -} - -.mdc-evolution-chip__action--trailing { - position: relative; -} - -.mdc-evolution-chip__action--primary:before { - box-sizing: border-box; - content: ""; - height: 100%; - left: 0; - position: absolute; - pointer-events: none; - top: 0; - width: 100%; - z-index: 1; -} - -.mdc-evolution-chip--touch { - margin-top: 8px; - margin-bottom: 8px; -} - -.mdc-evolution-chip__action-touch { - position: absolute; - top: 50%; - height: 48px; - left: 0; - right: 0; - transform: translateY(-50%); -} - -.mdc-evolution-chip__text-label { - white-space: nowrap; - user-select: none; - text-overflow: ellipsis; - overflow: hidden; -} - -.mdc-evolution-chip__graphic { - align-items: center; - display: inline-flex; - justify-content: center; - overflow: hidden; - pointer-events: none; - position: relative; - flex: 1 0 auto; -} - -.mdc-evolution-chip__checkmark { - position: absolute; - opacity: 0; - top: 50%; - /* @noflip */ - /*rtl:ignore*/ - left: 50%; -} - -.mdc-evolution-chip--selectable:not(.mdc-evolution-chip--selected):not(.mdc-evolution-chip--with-primary-icon) .mdc-evolution-chip__graphic { - width: 0; -} - -.mdc-evolution-chip__checkmark-background { - opacity: 0; -} - -.mdc-evolution-chip__checkmark-svg { - display: block; -} - -.mdc-evolution-chip__checkmark-path { - stroke-width: 2px; - stroke-dasharray: 29.7833385; - stroke-dashoffset: 29.7833385; - stroke: currentColor; -} - -.mdc-evolution-chip--selecting .mdc-evolution-chip__graphic { - transition: width 150ms 0ms cubic-bezier(0.4, 0, 0.2, 1); -} -.mdc-evolution-chip--selecting .mdc-evolution-chip__checkmark { - transition: transform 150ms 0ms cubic-bezier(0.4, 0, 0.2, 1); - transform: translate(-75%, -50%); -} -.mdc-evolution-chip--selecting .mdc-evolution-chip__checkmark-path { - transition: stroke-dashoffset 150ms 45ms cubic-bezier(0.4, 0, 0.2, 1); -} - -.mdc-evolution-chip--deselecting .mdc-evolution-chip__graphic { - transition: width 100ms 0ms cubic-bezier(0.4, 0, 0.2, 1); -} -.mdc-evolution-chip--deselecting .mdc-evolution-chip__checkmark { - transition: opacity 50ms 0ms linear, transform 100ms 0ms cubic-bezier(0.4, 0, 0.2, 1); - transform: translate(-75%, -50%); -} -.mdc-evolution-chip--deselecting .mdc-evolution-chip__checkmark-path { - stroke-dashoffset: 0; -} - -.mdc-evolution-chip--selecting-with-primary-icon .mdc-evolution-chip__icon--primary { - transition: opacity 75ms 0ms cubic-bezier(0.4, 0, 0.2, 1); -} -.mdc-evolution-chip--selecting-with-primary-icon .mdc-evolution-chip__checkmark-path { - transition: stroke-dashoffset 150ms 75ms cubic-bezier(0.4, 0, 0.2, 1); -} - -.mdc-evolution-chip--deselecting-with-primary-icon .mdc-evolution-chip__icon--primary { - transition: opacity 150ms 75ms cubic-bezier(0.4, 0, 0.2, 1); -} -.mdc-evolution-chip--deselecting-with-primary-icon .mdc-evolution-chip__checkmark { - transition: opacity 75ms 0ms cubic-bezier(0.4, 0, 0.2, 1); - transform: translate(-50%, -50%); -} -.mdc-evolution-chip--deselecting-with-primary-icon .mdc-evolution-chip__checkmark-path { - stroke-dashoffset: 0; -} - -.mdc-evolution-chip--selected .mdc-evolution-chip__icon--primary { - opacity: 0; -} -.mdc-evolution-chip--selected .mdc-evolution-chip__checkmark { - transform: translate(-50%, -50%); - opacity: 1; -} -.mdc-evolution-chip--selected .mdc-evolution-chip__checkmark-path { - stroke-dashoffset: 0; -} - -@keyframes mdc-evolution-chip-enter { - from { - transform: scale(0.8); - opacity: 0.4; - } - to { - transform: scale(1); - opacity: 1; - } -} -.mdc-evolution-chip--enter { - animation: mdc-evolution-chip-enter 100ms 0ms cubic-bezier(0, 0, 0.2, 1); -} - -@keyframes mdc-evolution-chip-exit { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.mdc-evolution-chip--exit { - animation: mdc-evolution-chip-exit 75ms 0ms cubic-bezier(0.4, 0, 1, 1); -} - -.mdc-evolution-chip--hidden { - opacity: 0; - pointer-events: none; - transition: width 150ms 0ms cubic-bezier(0.4, 0, 1, 1); -} - -.mdc-evolution-chip { - height: 32px; - border-radius: 16px; - background-color: #e0e0e0; -} -.mdc-evolution-chip .mdc-evolution-chip__ripple { - border-radius: 16px; -} -.mdc-evolution-chip .mdc-evolution-chip__action--primary:before, -.mdc-evolution-chip .mdc-evolution-chip__action--primary:after { - border-radius: 16px; -} -.mdc-evolution-chip .mdc-evolution-chip__icon--primary { - border-radius: 16px; -} -.mdc-evolution-chip .mdc-evolution-chip__action--primary { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; -} -[dir=rtl] .mdc-evolution-chip .mdc-evolution-chip__action--primary, .mdc-evolution-chip .mdc-evolution-chip__action--primary[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__graphic { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 6px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 6px; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__graphic, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__graphic[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 6px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 6px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__action--primary { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__action--primary, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__action--primary[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing, .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing { - /* @noflip */ - /*rtl:ignore*/ - left: 8px; - /* @noflip */ - /*rtl:ignore*/ - right: initial; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing, .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - left: initial; - /* @noflip */ - /*rtl:ignore*/ - right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after { - /* @noflip */ - /*rtl:ignore*/ - left: 8px; - /* @noflip */ - /*rtl:ignore*/ - right: initial; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after, .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - left: initial; - /* @noflip */ - /*rtl:ignore*/ - right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary, .mdc-evolution-chip.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__graphic { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 6px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 6px; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__graphic, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__graphic[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 6px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 6px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing { - /* @noflip */ - /*rtl:ignore*/ - left: 8px; - /* @noflip */ - /*rtl:ignore*/ - right: initial; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - left: initial; - /* @noflip */ - /*rtl:ignore*/ - right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after { - /* @noflip */ - /*rtl:ignore*/ - left: 8px; - /* @noflip */ - /*rtl:ignore*/ - right: initial; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - left: initial; - /* @noflip */ - /*rtl:ignore*/ - right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; -} -[dir=rtl] .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary, .mdc-evolution-chip.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip .mdc-evolution-chip__text-label { - color: rgba(0, 0, 0, 0.87); -} -.mdc-evolution-chip .mdc-evolution-chip__icon--primary { - color: rgba(0, 0, 0, 0.87); -} -.mdc-evolution-chip .mdc-evolution-chip__checkmark { - color: rgba(0, 0, 0, 0.87); -} -.mdc-evolution-chip .mdc-evolution-chip__icon--trailing { - color: rgba(0, 0, 0, 0.87); -} -.mdc-evolution-chip .mdc-evolution-chip__text-label { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-body2-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-typography-body2-font-size, 0.875rem); - line-height: 1.25rem; - /* @alternate */ - line-height: var(--mdc-typography-body2-line-height, 1.25rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-body2-font-weight, 400); - letter-spacing: 0.0178571429em; - /* @alternate */ - letter-spacing: var(--mdc-typography-body2-letter-spacing, 0.0178571429em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-body2-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-body2-text-transform, inherit); -} -.mdc-evolution-chip.mdc-evolution-chip--selectable:not(.mdc-evolution-chip--with-primary-icon) { - --mdc-chip-graphic-selected-width: 20px; -} -.mdc-evolution-chip .mdc-evolution-chip__graphic { - height: 20px; - width: 20px; - font-size: 20px; -} -.mdc-evolution-chip .mdc-evolution-chip__icon--primary { - height: 20px; - width: 20px; - font-size: 20px; -} -.mdc-evolution-chip .mdc-evolution-chip__checkmark { - height: 20px; - width: 20px; -} -.mdc-evolution-chip .mdc-evolution-chip__icon--trailing, -.mdc-evolution-chip .mdc-evolution-chip__action--trailing:after { - height: 18px; - width: 18px; - font-size: 18px; -} -@media screen and (forced-colors: active), (-ms-high-contrast: active) { - .mdc-evolution-chip.mdc-evolution-chip--disabled .mdc-evolution-chip__action--primary:before { - border-color: GrayText; - } - .mdc-evolution-chip.mdc-evolution-chip--disabled .mdc-evolution-chip__text-label { - color: GrayText; - } - .mdc-evolution-chip.mdc-evolution-chip--disabled .mdc-evolution-chip__icon--primary { - color: GrayText; - } - .mdc-evolution-chip.mdc-evolution-chip--disabled .mdc-evolution-chip__checkmark { - color: GrayText; - } - .mdc-evolution-chip.mdc-evolution-chip--disabled .mdc-evolution-chip__icon--trailing { - color: GrayText; - } -} -.mdc-evolution-chip .mdc-evolution-chip__action:after { - position: absolute; - content: ""; - border: 0px solid transparent; - pointer-events: none; - box-sizing: border-box; - z-index: 1; -} -.mdc-evolution-chip .mdc-evolution-chip__action:not(.mdc-evolution-chip__action--presentational).mdc-ripple-upgraded--background-focused:after, .mdc-evolution-chip .mdc-evolution-chip__action:not(.mdc-evolution-chip__action--presentational):not(.mdc-ripple-upgraded):focus:after { - border-width: 5px; - border-style: double; -} -.mdc-evolution-chip .mdc-evolution-chip__action--primary:after { - height: 100%; - width: 100%; - top: 50%; - /* @noflip */ - /*rtl:ignore*/ - left: 50%; - transform: translate(-50%, -50%); -} -.mdc-evolution-chip .mdc-evolution-chip__action--trailing:after { - top: 50%; - transform: translateY(-50%); - border-radius: 50%; -} - -.mdc-evolution-chip--filter.mdc-evolution-chip--selected { - background-color: #cecece; -} -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__graphic { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 4px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__graphic, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__graphic[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 4px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__action--primary { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__action--primary, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic .mdc-evolution-chip__action--primary[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__graphic { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 4px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__graphic, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__graphic[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 4px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing { - /* @noflip */ - /*rtl:ignore*/ - left: 8px; - /* @noflip */ - /*rtl:ignore*/ - right: initial; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__ripple--trailing[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - left: initial; - /* @noflip */ - /*rtl:ignore*/ - right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after { - /* @noflip */ - /*rtl:ignore*/ - left: 8px; - /* @noflip */ - /*rtl:ignore*/ - right: initial; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--trailing:after[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - left: initial; - /* @noflip */ - /*rtl:ignore*/ - right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; -} -[dir=rtl] .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary, .mdc-evolution-chip--with-avatar.mdc-evolution-chip--with-primary-graphic.mdc-evolution-chip--with-trailing-action .mdc-evolution-chip__action--primary[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip--with-avatar.mdc-evolution-chip--selectable:not(.mdc-evolution-chip--with-primary-icon) { - --mdc-chip-graphic-selected-width: 24px; -} -.mdc-evolution-chip--with-avatar .mdc-evolution-chip__graphic { - height: 24px; - width: 24px; - font-size: 24px; -} -.mdc-evolution-chip--with-avatar .mdc-evolution-chip__icon--primary { - height: 24px; - width: 24px; - font-size: 24px; -} - -.mdc-evolution-chip__action--primary .mdc-evolution-chip__ripple::before, .mdc-evolution-chip__action--primary .mdc-evolution-chip__ripple::after { - background-color: #000; - /* @alternate */ - background-color: var(--mdc-ripple-color, var(--mdc-theme-on-surface, #000)); -} -.mdc-evolution-chip__action--primary:hover .mdc-evolution-chip__ripple::before, .mdc-evolution-chip__action--primary.mdc-ripple-surface--hover .mdc-evolution-chip__ripple::before { - opacity: 0.04; - /* @alternate */ - opacity: var(--mdc-ripple-hover-opacity, 0.04); -} -.mdc-evolution-chip__action--primary.mdc-ripple-upgraded--background-focused .mdc-evolution-chip__ripple::before, .mdc-evolution-chip__action--primary:not(.mdc-ripple-upgraded):focus .mdc-evolution-chip__ripple::before { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-focus-opacity, 0.12); -} -.mdc-evolution-chip__action--primary:not(.mdc-ripple-upgraded) .mdc-evolution-chip__ripple::after { - transition: opacity 150ms linear; -} -.mdc-evolution-chip__action--primary:not(.mdc-ripple-upgraded):active .mdc-evolution-chip__ripple::after { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-press-opacity, 0.12); -} -.mdc-evolution-chip__action--primary.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-ripple-press-opacity, 0.12); -} - -.mdc-evolution-chip__action--trailing .mdc-evolution-chip__ripple::before, .mdc-evolution-chip__action--trailing .mdc-evolution-chip__ripple::after { - background-color: #000; - /* @alternate */ - background-color: var(--mdc-ripple-color, var(--mdc-theme-on-surface, #000)); -} -.mdc-evolution-chip__action--trailing:hover .mdc-evolution-chip__ripple::before, .mdc-evolution-chip__action--trailing.mdc-ripple-surface--hover .mdc-evolution-chip__ripple::before { - opacity: 0.04; - /* @alternate */ - opacity: var(--mdc-ripple-hover-opacity, 0.04); -} -.mdc-evolution-chip__action--trailing.mdc-ripple-upgraded--background-focused .mdc-evolution-chip__ripple::before, .mdc-evolution-chip__action--trailing:not(.mdc-ripple-upgraded):focus .mdc-evolution-chip__ripple::before { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-focus-opacity, 0.12); -} -.mdc-evolution-chip__action--trailing:not(.mdc-ripple-upgraded) .mdc-evolution-chip__ripple::after { - transition: opacity 150ms linear; -} -.mdc-evolution-chip__action--trailing:not(.mdc-ripple-upgraded):active .mdc-evolution-chip__ripple::after { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-press-opacity, 0.12); -} -.mdc-evolution-chip__action--trailing.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-ripple-press-opacity, 0.12); -} - -.mdc-evolution-chip__ripple--trailing { - height: 18px; - width: 18px; -} - -.mdc-evolution-chip__action { - --mdc-ripple-fg-size: 0; - --mdc-ripple-left: 0; - --mdc-ripple-top: 0; - --mdc-ripple-fg-scale: 1; - --mdc-ripple-fg-translate-end: 0; - --mdc-ripple-fg-translate-start: 0; - -webkit-tap-highlight-color: rgba(0, 0, 0, 0); -} -.mdc-evolution-chip__action .mdc-evolution-chip__ripple::before, -.mdc-evolution-chip__action .mdc-evolution-chip__ripple::after { - position: absolute; - border-radius: 50%; - opacity: 0; - pointer-events: none; - content: ""; -} -.mdc-evolution-chip__action .mdc-evolution-chip__ripple::before { - transition: opacity 15ms linear, background-color 15ms linear; - z-index: 1; - /* @alternate */ - z-index: var(--mdc-ripple-z-index, 1); -} -.mdc-evolution-chip__action .mdc-evolution-chip__ripple::after { - z-index: 0; - /* @alternate */ - z-index: var(--mdc-ripple-z-index, 0); -} -.mdc-evolution-chip__action.mdc-ripple-upgraded .mdc-evolution-chip__ripple::before { - transform: scale(var(--mdc-ripple-fg-scale, 1)); -} -.mdc-evolution-chip__action.mdc-ripple-upgraded .mdc-evolution-chip__ripple::after { - top: 0; - /* @noflip */ - /*rtl:ignore*/ - left: 0; - transform: scale(0); - transform-origin: center center; -} -.mdc-evolution-chip__action.mdc-ripple-upgraded--unbounded .mdc-evolution-chip__ripple::after { - top: var(--mdc-ripple-top, 0); - /* @noflip */ - /*rtl:ignore*/ - left: var(--mdc-ripple-left, 0); -} -.mdc-evolution-chip__action.mdc-ripple-upgraded--foreground-activation .mdc-evolution-chip__ripple::after { - animation: mdc-ripple-fg-radius-in 225ms forwards, mdc-ripple-fg-opacity-in 75ms forwards; -} -.mdc-evolution-chip__action.mdc-ripple-upgraded--foreground-deactivation .mdc-evolution-chip__ripple::after { - animation: mdc-ripple-fg-opacity-out 150ms; - transform: translate(var(--mdc-ripple-fg-translate-end, 0)) scale(var(--mdc-ripple-fg-scale, 1)); -} -.mdc-evolution-chip__action .mdc-evolution-chip__ripple::before, -.mdc-evolution-chip__action .mdc-evolution-chip__ripple::after { - top: calc(50% - 100%); - /* @noflip */ - /*rtl:ignore*/ - left: calc(50% - 100%); - width: 200%; - height: 200%; -} -.mdc-evolution-chip__action.mdc-ripple-upgraded .mdc-evolution-chip__ripple::after { - width: var(--mdc-ripple-fg-size, 100%); - height: var(--mdc-ripple-fg-size, 100%); -} - -.mdc-evolution-chip__ripple { - position: absolute; - box-sizing: content-box; - overflow: hidden; - pointer-events: none; -} - -.mdc-evolution-chip__ripple--primary { - height: 100%; - width: 100%; - top: 0; - /* @noflip */ - /*rtl:ignore*/ - left: 0; -} - -.mdc-evolution-chip__ripple--trailing { - top: 50%; - transform: translateY(-50%); -} - -.mdc-evolution-chip-set { - display: flex; -} - -.mdc-evolution-chip-set:focus { - outline: none; -} - -.mdc-evolution-chip-set__chips { - display: flex; - flex-flow: wrap; - min-width: 0; -} - -.mdc-evolution-chip-set--overflow .mdc-evolution-chip-set__chips { - flex-flow: nowrap; -} - -.mdc-evolution-chip-set .mdc-evolution-chip-set__chips { - /* @noflip */ - /*rtl:ignore*/ - margin-left: -8px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 0; -} -[dir=rtl] .mdc-evolution-chip-set .mdc-evolution-chip-set__chips, .mdc-evolution-chip-set .mdc-evolution-chip-set__chips[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - margin-left: 0; - /* @noflip */ - /*rtl:ignore*/ - margin-right: -8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip-set .mdc-evolution-chip { - /* @noflip */ - /*rtl:ignore*/ - margin-left: 8px; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 0; -} -[dir=rtl] .mdc-evolution-chip-set .mdc-evolution-chip, .mdc-evolution-chip-set .mdc-evolution-chip[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - margin-left: 0; - /* @noflip */ - /*rtl:ignore*/ - margin-right: 8px; - /*rtl:end:ignore*/ -} - -.mdc-evolution-chip-set .mdc-evolution-chip { - margin-top: 4px; - margin-bottom: 4px; -} - -.mdc-top-app-bar { - background-color: #ff6e40; - /* @alternate */ - background-color: var(--mdc-theme-primary, #ff6e40); - color: rgba(0, 0, 0, 0.87); - display: flex; - position: fixed; - flex-direction: column; - justify-content: space-between; - box-sizing: border-box; - width: 100%; - z-index: 4; -} -.mdc-top-app-bar .mdc-top-app-bar__action-item, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon { - color: #263238; - /* @alternate */ - color: var(--mdc-theme-on-primary, #263238); -} -.mdc-top-app-bar .mdc-top-app-bar__action-item::before, .mdc-top-app-bar .mdc-top-app-bar__action-item::after, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon::before, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon::after { - background-color: #263238; - /* @alternate */ - background-color: var(--mdc-ripple-color, var(--mdc-theme-on-primary, #263238)); -} -.mdc-top-app-bar .mdc-top-app-bar__action-item:hover::before, .mdc-top-app-bar .mdc-top-app-bar__action-item.mdc-ripple-surface--hover::before, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon:hover::before, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon.mdc-ripple-surface--hover::before { - opacity: 0.04; - /* @alternate */ - opacity: var(--mdc-ripple-hover-opacity, 0.04); -} -.mdc-top-app-bar .mdc-top-app-bar__action-item.mdc-ripple-upgraded--background-focused::before, .mdc-top-app-bar .mdc-top-app-bar__action-item:not(.mdc-ripple-upgraded):focus::before, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon.mdc-ripple-upgraded--background-focused::before, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon:not(.mdc-ripple-upgraded):focus::before { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-focus-opacity, 0.12); -} -.mdc-top-app-bar .mdc-top-app-bar__action-item:not(.mdc-ripple-upgraded)::after, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon:not(.mdc-ripple-upgraded)::after { - transition: opacity 150ms linear; -} -.mdc-top-app-bar .mdc-top-app-bar__action-item:not(.mdc-ripple-upgraded):active::after, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon:not(.mdc-ripple-upgraded):active::after { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-press-opacity, 0.12); -} -.mdc-top-app-bar .mdc-top-app-bar__action-item.mdc-ripple-upgraded, -.mdc-top-app-bar .mdc-top-app-bar__navigation-icon.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-ripple-press-opacity, 0.12); -} -.mdc-top-app-bar__row { - display: flex; - position: relative; - box-sizing: border-box; - width: 100%; - height: 64px; -} -.mdc-top-app-bar__section { - display: inline-flex; - flex: 1 1 auto; - align-items: center; - min-width: 0; - padding: 8px 12px; - z-index: 1; -} -.mdc-top-app-bar__section--align-start { - justify-content: flex-start; - order: -1; -} -.mdc-top-app-bar__section--align-end { - justify-content: flex-end; - order: 1; -} -.mdc-top-app-bar__title { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline6-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 1.25rem; - /* @alternate */ - font-size: var(--mdc-typography-headline6-font-size, 1.25rem); - line-height: 2rem; - /* @alternate */ - line-height: var(--mdc-typography-headline6-line-height, 2rem); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-typography-headline6-font-weight, 500); - letter-spacing: 0.0125em; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline6-letter-spacing, 0.0125em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline6-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline6-text-transform, inherit); - /* @noflip */ - /*rtl:ignore*/ - padding-left: 20px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - text-overflow: ellipsis; - white-space: nowrap; - overflow: hidden; - z-index: 1; -} -[dir=rtl] .mdc-top-app-bar__title, .mdc-top-app-bar__title[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 20px; - /*rtl:end:ignore*/ -} - -.mdc-top-app-bar--short-collapsed { - /* @noflip */ - /*rtl:ignore*/ - border-top-left-radius: 0; - /* @noflip */ - /*rtl:ignore*/ - border-top-right-radius: 0; - /* @noflip */ - /*rtl:ignore*/ - border-bottom-right-radius: 24px; - /* @noflip */ - /*rtl:ignore*/ - border-bottom-left-radius: 0; -} -[dir=rtl] .mdc-top-app-bar--short-collapsed, .mdc-top-app-bar--short-collapsed[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - border-top-left-radius: 0; - /* @noflip */ - /*rtl:ignore*/ - border-top-right-radius: 0; - /* @noflip */ - /*rtl:ignore*/ - border-bottom-right-radius: 0; - /* @noflip */ - /*rtl:ignore*/ - border-bottom-left-radius: 24px; - /*rtl:end:ignore*/ -} - -.mdc-top-app-bar--short { - top: 0; - /* @noflip */ - /*rtl:ignore*/ - right: auto; - /* @noflip */ - /*rtl:ignore*/ - left: 0; - width: 100%; - transition: width 250ms cubic-bezier(0.4, 0, 0.2, 1); -} -[dir=rtl] .mdc-top-app-bar--short, .mdc-top-app-bar--short[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - right: 0; - /* @noflip */ - /*rtl:ignore*/ - left: auto; - /*rtl:end:ignore*/ -} - -.mdc-top-app-bar--short .mdc-top-app-bar__row { - height: 56px; -} -.mdc-top-app-bar--short .mdc-top-app-bar__section { - padding: 4px; -} -.mdc-top-app-bar--short .mdc-top-app-bar__title { - transition: opacity 200ms cubic-bezier(0.4, 0, 0.2, 1); - opacity: 1; -} - -.mdc-top-app-bar--short-collapsed { - /* @alternate */ - box-shadow: 0px 2px 4px -1px rgba(0, 0, 0, 0.2), 0px 4px 5px 0px rgba(0, 0, 0, 0.14), 0px 1px 10px 0px rgba(0, 0, 0, 0.12); - width: 56px; - transition: width 300ms cubic-bezier(0.4, 0, 0.2, 1); -} -.mdc-top-app-bar--short-collapsed .mdc-top-app-bar__title { - display: none; -} -.mdc-top-app-bar--short-collapsed .mdc-top-app-bar__action-item { - transition: padding 150ms cubic-bezier(0.4, 0, 0.2, 1); -} - -.mdc-top-app-bar--short-collapsed.mdc-top-app-bar--short-has-action-item { - width: 112px; -} -.mdc-top-app-bar--short-collapsed.mdc-top-app-bar--short-has-action-item .mdc-top-app-bar__section--align-end { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; -} -[dir=rtl] .mdc-top-app-bar--short-collapsed.mdc-top-app-bar--short-has-action-item .mdc-top-app-bar__section--align-end, .mdc-top-app-bar--short-collapsed.mdc-top-app-bar--short-has-action-item .mdc-top-app-bar__section--align-end[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - /*rtl:end:ignore*/ -} - -.mdc-top-app-bar--dense .mdc-top-app-bar__row { - height: 48px; -} -.mdc-top-app-bar--dense .mdc-top-app-bar__section { - padding: 0 4px; -} -.mdc-top-app-bar--dense .mdc-top-app-bar__title { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; -} -[dir=rtl] .mdc-top-app-bar--dense .mdc-top-app-bar__title, .mdc-top-app-bar--dense .mdc-top-app-bar__title[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; - /*rtl:end:ignore*/ -} - -.mdc-top-app-bar--prominent .mdc-top-app-bar__row { - height: 128px; -} -.mdc-top-app-bar--prominent .mdc-top-app-bar__title { - align-self: flex-end; - padding-bottom: 2px; -} -.mdc-top-app-bar--prominent .mdc-top-app-bar__action-item, -.mdc-top-app-bar--prominent .mdc-top-app-bar__navigation-icon { - align-self: flex-start; -} - -.mdc-top-app-bar--fixed { - transition: box-shadow 200ms linear; -} - -.mdc-top-app-bar--fixed-scrolled { - /* @alternate */ - box-shadow: 0px 2px 4px -1px rgba(0, 0, 0, 0.2), 0px 4px 5px 0px rgba(0, 0, 0, 0.14), 0px 1px 10px 0px rgba(0, 0, 0, 0.12); - transition: box-shadow 200ms linear; -} - -.mdc-top-app-bar--dense.mdc-top-app-bar--prominent .mdc-top-app-bar__row { - height: 96px; -} -.mdc-top-app-bar--dense.mdc-top-app-bar--prominent .mdc-top-app-bar__section { - padding: 0 12px; -} -.mdc-top-app-bar--dense.mdc-top-app-bar--prominent .mdc-top-app-bar__title { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 20px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - padding-bottom: 9px; -} -[dir=rtl] .mdc-top-app-bar--dense.mdc-top-app-bar--prominent .mdc-top-app-bar__title, .mdc-top-app-bar--dense.mdc-top-app-bar--prominent .mdc-top-app-bar__title[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 20px; - /*rtl:end:ignore*/ -} - -.mdc-top-app-bar--fixed-adjust { - padding-top: 64px; -} - -.mdc-top-app-bar--dense-fixed-adjust { - padding-top: 48px; -} - -.mdc-top-app-bar--short-fixed-adjust { - padding-top: 56px; -} - -.mdc-top-app-bar--prominent-fixed-adjust { - padding-top: 128px; -} - -.mdc-top-app-bar--dense-prominent-fixed-adjust { - padding-top: 96px; -} - -@media (max-width: 599px) { - .mdc-top-app-bar__row { - height: 56px; - } - - .mdc-top-app-bar__section { - padding: 4px; - } - - .mdc-top-app-bar--short { - transition: width 200ms cubic-bezier(0.4, 0, 0.2, 1); - } - - .mdc-top-app-bar--short-collapsed { - transition: width 250ms cubic-bezier(0.4, 0, 0.2, 1); - } - .mdc-top-app-bar--short-collapsed .mdc-top-app-bar__section--align-end { - /* @noflip */ - /*rtl:ignore*/ - padding-left: 0; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 12px; - } - [dir=rtl] .mdc-top-app-bar--short-collapsed .mdc-top-app-bar__section--align-end, .mdc-top-app-bar--short-collapsed .mdc-top-app-bar__section--align-end[dir=rtl] { - /*rtl:begin:ignore*/ - /* @noflip */ - /*rtl:ignore*/ - padding-left: 12px; - /* @noflip */ - /*rtl:ignore*/ - padding-right: 0; - /*rtl:end:ignore*/ - } - - .mdc-top-app-bar--prominent .mdc-top-app-bar__title { - padding-bottom: 6px; - } - - .mdc-top-app-bar--fixed-adjust { - padding-top: 56px; - } -} -.mdc-typography { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-font-family, Roboto, sans-serif); -} - -.mdc-typography--headline1 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline1-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 6rem; - /* @alternate */ - font-size: var(--mdc-typography-headline1-font-size, 6rem); - line-height: 6rem; - /* @alternate */ - line-height: var(--mdc-typography-headline1-line-height, 6rem); - font-weight: 300; - /* @alternate */ - font-weight: var(--mdc-typography-headline1-font-weight, 300); - letter-spacing: -0.015625em; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline1-letter-spacing, -0.015625em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline1-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline1-text-transform, inherit); -} - -.mdc-typography--headline2 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline2-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 3.75rem; - /* @alternate */ - font-size: var(--mdc-typography-headline2-font-size, 3.75rem); - line-height: 3.75rem; - /* @alternate */ - line-height: var(--mdc-typography-headline2-line-height, 3.75rem); - font-weight: 300; - /* @alternate */ - font-weight: var(--mdc-typography-headline2-font-weight, 300); - letter-spacing: -0.0083333333em; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline2-letter-spacing, -0.0083333333em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline2-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline2-text-transform, inherit); -} - -.mdc-typography--headline3 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline3-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 3rem; - /* @alternate */ - font-size: var(--mdc-typography-headline3-font-size, 3rem); - line-height: 3.125rem; - /* @alternate */ - line-height: var(--mdc-typography-headline3-line-height, 3.125rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-headline3-font-weight, 400); - letter-spacing: normal; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline3-letter-spacing, normal); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline3-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline3-text-transform, inherit); -} - -.mdc-typography--headline4 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline4-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 2.125rem; - /* @alternate */ - font-size: var(--mdc-typography-headline4-font-size, 2.125rem); - line-height: 2.5rem; - /* @alternate */ - line-height: var(--mdc-typography-headline4-line-height, 2.5rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-headline4-font-weight, 400); - letter-spacing: 0.0073529412em; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline4-letter-spacing, 0.0073529412em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline4-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline4-text-transform, inherit); -} - -.mdc-typography--headline5 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline5-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 1.5rem; - /* @alternate */ - font-size: var(--mdc-typography-headline5-font-size, 1.5rem); - line-height: 2rem; - /* @alternate */ - line-height: var(--mdc-typography-headline5-line-height, 2rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-headline5-font-weight, 400); - letter-spacing: normal; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline5-letter-spacing, normal); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline5-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline5-text-transform, inherit); -} - -.mdc-typography--headline6 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-headline6-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 1.25rem; - /* @alternate */ - font-size: var(--mdc-typography-headline6-font-size, 1.25rem); - line-height: 2rem; - /* @alternate */ - line-height: var(--mdc-typography-headline6-line-height, 2rem); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-typography-headline6-font-weight, 500); - letter-spacing: 0.0125em; - /* @alternate */ - letter-spacing: var(--mdc-typography-headline6-letter-spacing, 0.0125em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-headline6-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-headline6-text-transform, inherit); -} - -.mdc-typography--subtitle1 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-subtitle1-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 1rem; - /* @alternate */ - font-size: var(--mdc-typography-subtitle1-font-size, 1rem); - line-height: 1.75rem; - /* @alternate */ - line-height: var(--mdc-typography-subtitle1-line-height, 1.75rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-subtitle1-font-weight, 400); - letter-spacing: 0.009375em; - /* @alternate */ - letter-spacing: var(--mdc-typography-subtitle1-letter-spacing, 0.009375em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-subtitle1-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-subtitle1-text-transform, inherit); -} - -.mdc-typography--subtitle2 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-subtitle2-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-typography-subtitle2-font-size, 0.875rem); - line-height: 1.375rem; - /* @alternate */ - line-height: var(--mdc-typography-subtitle2-line-height, 1.375rem); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-typography-subtitle2-font-weight, 500); - letter-spacing: 0.0071428571em; - /* @alternate */ - letter-spacing: var(--mdc-typography-subtitle2-letter-spacing, 0.0071428571em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-subtitle2-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-subtitle2-text-transform, inherit); -} - -.mdc-typography--body1 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-body1-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 1rem; - /* @alternate */ - font-size: var(--mdc-typography-body1-font-size, 1rem); - line-height: 1.5rem; - /* @alternate */ - line-height: var(--mdc-typography-body1-line-height, 1.5rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-body1-font-weight, 400); - letter-spacing: 0.03125em; - /* @alternate */ - letter-spacing: var(--mdc-typography-body1-letter-spacing, 0.03125em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-body1-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-body1-text-transform, inherit); -} - -.mdc-typography--body2 { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-body2-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-typography-body2-font-size, 0.875rem); - line-height: 1.25rem; - /* @alternate */ - line-height: var(--mdc-typography-body2-line-height, 1.25rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-body2-font-weight, 400); - letter-spacing: 0.0178571429em; - /* @alternate */ - letter-spacing: var(--mdc-typography-body2-letter-spacing, 0.0178571429em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-body2-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-body2-text-transform, inherit); -} - -.mdc-typography--caption { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-caption-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 0.75rem; - /* @alternate */ - font-size: var(--mdc-typography-caption-font-size, 0.75rem); - line-height: 1.25rem; - /* @alternate */ - line-height: var(--mdc-typography-caption-line-height, 1.25rem); - font-weight: 400; - /* @alternate */ - font-weight: var(--mdc-typography-caption-font-weight, 400); - letter-spacing: 0.0333333333em; - /* @alternate */ - letter-spacing: var(--mdc-typography-caption-letter-spacing, 0.0333333333em); - text-decoration: inherit; - /* @alternate */ - text-decoration: var(--mdc-typography-caption-text-decoration, inherit); - text-transform: inherit; - /* @alternate */ - text-transform: var(--mdc-typography-caption-text-transform, inherit); -} - -.mdc-typography--button { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-button-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 0.875rem; - /* @alternate */ - font-size: var(--mdc-typography-button-font-size, 0.875rem); - line-height: 2.25rem; - /* @alternate */ - line-height: var(--mdc-typography-button-line-height, 2.25rem); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-typography-button-font-weight, 500); - letter-spacing: 0.0892857143em; - /* @alternate */ - letter-spacing: var(--mdc-typography-button-letter-spacing, 0.0892857143em); - text-decoration: none; - /* @alternate */ - text-decoration: var(--mdc-typography-button-text-decoration, none); - text-transform: uppercase; - /* @alternate */ - text-transform: var(--mdc-typography-button-text-transform, uppercase); -} - -.mdc-typography--overline { - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-family: Roboto, sans-serif; - /* @alternate */ - font-family: var(--mdc-typography-overline-font-family, var(--mdc-typography-font-family, Roboto, sans-serif)); - font-size: 0.75rem; - /* @alternate */ - font-size: var(--mdc-typography-overline-font-size, 0.75rem); - line-height: 2rem; - /* @alternate */ - line-height: var(--mdc-typography-overline-line-height, 2rem); - font-weight: 500; - /* @alternate */ - font-weight: var(--mdc-typography-overline-font-weight, 500); - letter-spacing: 0.1666666667em; - /* @alternate */ - letter-spacing: var(--mdc-typography-overline-letter-spacing, 0.1666666667em); - text-decoration: none; - /* @alternate */ - text-decoration: var(--mdc-typography-overline-text-decoration, none); - text-transform: uppercase; - /* @alternate */ - text-transform: var(--mdc-typography-overline-text-transform, uppercase); -} - -html, body { - height: 100vh; margin: 0; padding: 0; } - body { display: flex; flex-direction: column; -} -body .mdc-icon-button { - font-size: 24px; - width: 48px; - height: 48px; - padding: 12px; -} -body .mdc-icon-button.mdc-icon-button--reduced-size { - width: 40px; - height: 40px; - padding: 8px; -} -body .mdc-icon-button.mdc-icon-button--reduced-size.mdc-icon-button--touch { - margin-top: 4px; - margin-bottom: 4px; - margin-right: 4px; - margin-left: 4px; -} -body .mdc-icon-button .mdc-icon-button__touch { - position: absolute; - top: 50%; - height: 48px; - /* @noflip */ - /*rtl:ignore*/ - left: 50%; - width: 48px; - transform: translate(-50%, -50%); -} -body .mdc-icon-button:disabled { - color: rgba(0, 0, 0, 0.38); - /* @alternate */ - color: var(--mdc-theme-text-disabled-on-light, rgba(0, 0, 0, 0.38)); -} -body .mdc-icon-button svg, -body .mdc-icon-button img { - width: 24px; - height: 24px; -} -body .mdc-icon-button { - display: inline-block; - position: relative; - box-sizing: border-box; - border: none; - outline: none; - background-color: transparent; - fill: currentColor; - color: inherit; - text-decoration: none; - cursor: pointer; - user-select: none; - overflow: visible; -} -body .mdc-icon-button .mdc-icon-button__touch { - position: absolute; - top: 50%; - height: 48px; - /* @noflip */ - /*rtl:ignore*/ - left: 50%; - width: 48px; - transform: translate(-50%, -50%); -} -body .mdc-icon-button:disabled { - cursor: default; - pointer-events: none; -} -body .mdc-icon-button--display-flex { - align-items: center; - display: inline-flex; - justify-content: center; -} -body .mdc-icon-button__icon { - display: inline-block; -} -body .mdc-icon-button__icon.mdc-icon-button__icon--on { - display: none; -} -body .mdc-icon-button--touch { - margin-top: 0px; - margin-bottom: 0px; -} -body .mdc-icon-button--on .mdc-icon-button__icon { - display: none; -} -body .mdc-icon-button--on .mdc-icon-button__icon.mdc-icon-button__icon--on { - display: inline-block; -} -body .mdc-icon-button { - --mdc-ripple-fg-size: 0; - --mdc-ripple-left: 0; - --mdc-ripple-top: 0; - --mdc-ripple-fg-scale: 1; - --mdc-ripple-fg-translate-end: 0; - --mdc-ripple-fg-translate-start: 0; - -webkit-tap-highlight-color: rgba(0, 0, 0, 0); - will-change: transform, opacity; -} -body .mdc-icon-button .mdc-icon-button__ripple::before, -body .mdc-icon-button .mdc-icon-button__ripple::after { - position: absolute; - border-radius: 50%; - opacity: 0; - pointer-events: none; - content: ""; -} -body .mdc-icon-button .mdc-icon-button__ripple::before { - transition: opacity 15ms linear, background-color 15ms linear; - z-index: 1; - /* @alternate */ - z-index: var(--mdc-ripple-z-index, 1); -} -body .mdc-icon-button .mdc-icon-button__ripple::after { - z-index: 0; - /* @alternate */ - z-index: var(--mdc-ripple-z-index, 0); -} -body .mdc-icon-button.mdc-ripple-upgraded .mdc-icon-button__ripple::before { - transform: scale(var(--mdc-ripple-fg-scale, 1)); -} -body .mdc-icon-button.mdc-ripple-upgraded .mdc-icon-button__ripple::after { - top: 0; - /* @noflip */ - /*rtl:ignore*/ - left: 0; - transform: scale(0); - transform-origin: center center; -} -body .mdc-icon-button.mdc-ripple-upgraded--unbounded .mdc-icon-button__ripple::after { - top: var(--mdc-ripple-top, 0); - /* @noflip */ - /*rtl:ignore*/ - left: var(--mdc-ripple-left, 0); -} -body .mdc-icon-button.mdc-ripple-upgraded--foreground-activation .mdc-icon-button__ripple::after { - animation: mdc-ripple-fg-radius-in 225ms forwards, mdc-ripple-fg-opacity-in 75ms forwards; -} -body .mdc-icon-button.mdc-ripple-upgraded--foreground-deactivation .mdc-icon-button__ripple::after { - animation: mdc-ripple-fg-opacity-out 150ms; - transform: translate(var(--mdc-ripple-fg-translate-end, 0)) scale(var(--mdc-ripple-fg-scale, 1)); -} -body .mdc-icon-button .mdc-icon-button__ripple::before, -body .mdc-icon-button .mdc-icon-button__ripple::after { - top: calc(50% - 50%); - /* @noflip */ - /*rtl:ignore*/ - left: calc(50% - 50%); width: 100%; - height: 100%; -} -body .mdc-icon-button.mdc-ripple-upgraded .mdc-icon-button__ripple::before, -body .mdc-icon-button.mdc-ripple-upgraded .mdc-icon-button__ripple::after { - top: var(--mdc-ripple-top, calc(50% - 50%)); - /* @noflip */ - /*rtl:ignore*/ - left: var(--mdc-ripple-left, calc(50% - 50%)); - width: var(--mdc-ripple-fg-size, 100%); - height: var(--mdc-ripple-fg-size, 100%); -} -body .mdc-icon-button.mdc-ripple-upgraded .mdc-icon-button__ripple::after { - width: var(--mdc-ripple-fg-size, 100%); - height: var(--mdc-ripple-fg-size, 100%); -} -body .mdc-icon-button .mdc-icon-button__ripple::before, body .mdc-icon-button .mdc-icon-button__ripple::after { - background-color: #000; - /* @alternate */ - background-color: var(--mdc-ripple-color, #000); -} -body .mdc-icon-button:hover .mdc-icon-button__ripple::before, body .mdc-icon-button.mdc-ripple-surface--hover .mdc-icon-button__ripple::before { - opacity: 0.04; - /* @alternate */ - opacity: var(--mdc-ripple-hover-opacity, 0.04); -} -body .mdc-icon-button.mdc-ripple-upgraded--background-focused .mdc-icon-button__ripple::before, body .mdc-icon-button:not(.mdc-ripple-upgraded):focus .mdc-icon-button__ripple::before { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-focus-opacity, 0.12); -} -body .mdc-icon-button:not(.mdc-ripple-upgraded) .mdc-icon-button__ripple::after { - transition: opacity 150ms linear; -} -body .mdc-icon-button:not(.mdc-ripple-upgraded):active .mdc-icon-button__ripple::after { - transition-duration: 75ms; - opacity: 0.12; - /* @alternate */ - opacity: var(--mdc-ripple-press-opacity, 0.12); -} -body .mdc-icon-button.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-ripple-press-opacity, 0.12); -} -body .mdc-icon-button .mdc-icon-button__ripple { - pointer-events: none; - z-index: 1; } body main { + align-items: center; display: flex; - flex: 1; flex-direction: column; - padding: 1rem; + flex-grow: 1; } -@keyframes mdc-linear-progress-primary-indeterminate-translate { - 0% { - transform: translateX(0); - } - 20% { - animation-timing-function: cubic-bezier(0.5, 0, 0.701732, 0.495819); - transform: translateX(0); - } - 59.15% { - animation-timing-function: cubic-bezier(0.302435, 0.381352, 0.55, 0.956352); - transform: translateX(83.67142%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-primary-half, 83.67142%)); - } - 100% { - transform: translateX(200.611057%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-primary-full, 200.611057%)); - } -} -@keyframes mdc-linear-progress-primary-indeterminate-scale { - 0% { - transform: scaleX(0.08); - } - 36.65% { - animation-timing-function: cubic-bezier(0.334731, 0.12482, 0.785844, 1); - transform: scaleX(0.08); - } - 69.15% { - animation-timing-function: cubic-bezier(0.06, 0.11, 0.6, 1); - transform: scaleX(0.661479); - } - 100% { - transform: scaleX(0.08); - } -} -@keyframes mdc-linear-progress-secondary-indeterminate-translate { - 0% { - animation-timing-function: cubic-bezier(0.15, 0, 0.515058, 0.409685); - transform: translateX(0); - } - 25% { - animation-timing-function: cubic-bezier(0.31033, 0.284058, 0.8, 0.733712); - transform: translateX(37.651913%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-secondary-quarter, 37.651913%)); - } - 48.35% { - animation-timing-function: cubic-bezier(0.4, 0.627035, 0.6, 0.902026); - transform: translateX(84.386165%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-secondary-half, 84.386165%)); - } - 100% { - transform: translateX(160.277782%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-secondary-full, 160.277782%)); - } -} -@keyframes mdc-linear-progress-secondary-indeterminate-scale { - 0% { - animation-timing-function: cubic-bezier(0.205028, 0.057051, 0.57661, 0.453971); - transform: scaleX(0.08); - } - 19.15% { - animation-timing-function: cubic-bezier(0.152313, 0.196432, 0.648374, 1.004315); - transform: scaleX(0.457104); - } - 44.15% { - animation-timing-function: cubic-bezier(0.257759, -0.003163, 0.211762, 1.38179); - transform: scaleX(0.72796); - } - 100% { - transform: scaleX(0.08); - } -} -@keyframes mdc-linear-progress-buffering { - from { - transform: rotate(180deg) translateX(-10px); - } -} -@keyframes mdc-linear-progress-primary-indeterminate-translate-reverse { - 0% { - transform: translateX(0); - } - 20% { - animation-timing-function: cubic-bezier(0.5, 0, 0.701732, 0.495819); - transform: translateX(0); - } - 59.15% { - animation-timing-function: cubic-bezier(0.302435, 0.381352, 0.55, 0.956352); - transform: translateX(-83.67142%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-primary-half-neg, -83.67142%)); - } - 100% { - transform: translateX(-200.611057%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-primary-full-neg, -200.611057%)); - } -} -@keyframes mdc-linear-progress-secondary-indeterminate-translate-reverse { - 0% { - animation-timing-function: cubic-bezier(0.15, 0, 0.515058, 0.409685); - transform: translateX(0); - } - 25% { - animation-timing-function: cubic-bezier(0.31033, 0.284058, 0.8, 0.733712); - transform: translateX(-37.651913%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-secondary-quarter-neg, -37.651913%)); - } - 48.35% { - animation-timing-function: cubic-bezier(0.4, 0.627035, 0.6, 0.902026); - transform: translateX(-84.386165%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-secondary-half-neg, -84.386165%)); - } - 100% { - transform: translateX(-160.277782%); - /* @alternate */ - transform: translateX(var(--mdc-linear-progress-secondary-full-neg, -160.277782%)); - } -} -@keyframes mdc-linear-progress-buffering-reverse { - from { - transform: translateX(-10px); - } -} -body main .mdc-linear-progress { - position: relative; - width: 100%; - height: 4px; - transform: translateZ(0); - outline: 1px solid transparent; - overflow: hidden; - transition: opacity 250ms 0ms cubic-bezier(0.4, 0, 0.6, 1); -} -body main .mdc-linear-progress__bar { - position: absolute; - width: 100%; +body main .container { height: 100%; - animation: none; - transform-origin: top left; - transition: transform 250ms 0ms cubic-bezier(0.4, 0, 0.6, 1); -} -body main .mdc-linear-progress__bar-inner { - display: inline-block; - position: absolute; width: 100%; - animation: none; - border-top: 4px solid; -} -body main .mdc-linear-progress__buffer { - display: flex; - position: absolute; - width: 100%; - height: 100%; -} -body main .mdc-linear-progress__buffer-dots { - background-repeat: repeat-x; - background-size: 10px 4px; - flex: auto; - transform: rotate(180deg); - animation: mdc-linear-progress-buffering 250ms infinite linear; -} -body main .mdc-linear-progress__buffer-bar { - flex: 0 1 100%; - transition: flex-basis 250ms 0ms cubic-bezier(0.4, 0, 0.6, 1); -} -body main .mdc-linear-progress__primary-bar { - transform: scaleX(0); -} -body main .mdc-linear-progress__secondary-bar { - display: none; -} -body main .mdc-linear-progress--indeterminate .mdc-linear-progress__bar { - transition: none; -} -body main .mdc-linear-progress--indeterminate .mdc-linear-progress__primary-bar { - left: -145.166611%; -} -body main .mdc-linear-progress--indeterminate .mdc-linear-progress__secondary-bar { - left: -54.888891%; - display: block; -} -body main .mdc-linear-progress--indeterminate.mdc-linear-progress--animation-ready .mdc-linear-progress__primary-bar { - animation: mdc-linear-progress-primary-indeterminate-translate 2s infinite linear; -} -body main .mdc-linear-progress--indeterminate.mdc-linear-progress--animation-ready .mdc-linear-progress__primary-bar > .mdc-linear-progress__bar-inner { - animation: mdc-linear-progress-primary-indeterminate-scale 2s infinite linear; -} -body main .mdc-linear-progress--indeterminate.mdc-linear-progress--animation-ready .mdc-linear-progress__secondary-bar { - animation: mdc-linear-progress-secondary-indeterminate-translate 2s infinite linear; -} -body main .mdc-linear-progress--indeterminate.mdc-linear-progress--animation-ready .mdc-linear-progress__secondary-bar > .mdc-linear-progress__bar-inner { - animation: mdc-linear-progress-secondary-indeterminate-scale 2s infinite linear; -} -[dir=rtl] body main .mdc-linear-progress, body main .mdc-linear-progress[dir=rtl] { - /*rtl:begin:ignore*/ - /*rtl:end:ignore*/ -} -[dir=rtl] body main .mdc-linear-progress:not([dir=ltr]) .mdc-linear-progress__bar, body main .mdc-linear-progress[dir=rtl]:not([dir=ltr]) .mdc-linear-progress__bar { - /* @noflip */ - /*rtl:ignore*/ - right: 0; - /* @noflip */ - /*rtl:ignore*/ - -webkit-transform-origin: center right; - /* @noflip */ - /*rtl:ignore*/ - transform-origin: center right; -} -[dir=rtl] body main .mdc-linear-progress:not([dir=ltr]).mdc-linear-progress--animation-ready .mdc-linear-progress__primary-bar, body main .mdc-linear-progress[dir=rtl]:not([dir=ltr]).mdc-linear-progress--animation-ready .mdc-linear-progress__primary-bar { - animation-name: mdc-linear-progress-primary-indeterminate-translate-reverse; -} -[dir=rtl] body main .mdc-linear-progress:not([dir=ltr]).mdc-linear-progress--animation-ready .mdc-linear-progress__secondary-bar, body main .mdc-linear-progress[dir=rtl]:not([dir=ltr]).mdc-linear-progress--animation-ready .mdc-linear-progress__secondary-bar { - animation-name: mdc-linear-progress-secondary-indeterminate-translate-reverse; -} -[dir=rtl] body main .mdc-linear-progress:not([dir=ltr]) .mdc-linear-progress__buffer-dots, body main .mdc-linear-progress[dir=rtl]:not([dir=ltr]) .mdc-linear-progress__buffer-dots { - animation: mdc-linear-progress-buffering-reverse 250ms infinite linear; - transform: rotate(0); -} -[dir=rtl] body main .mdc-linear-progress:not([dir=ltr]).mdc-linear-progress--indeterminate .mdc-linear-progress__primary-bar, body main .mdc-linear-progress[dir=rtl]:not([dir=ltr]).mdc-linear-progress--indeterminate .mdc-linear-progress__primary-bar { - /* @noflip */ - /*rtl:ignore*/ - right: -145.166611%; - /* @noflip */ - /*rtl:ignore*/ - left: auto; -} -[dir=rtl] body main .mdc-linear-progress:not([dir=ltr]).mdc-linear-progress--indeterminate .mdc-linear-progress__secondary-bar, body main .mdc-linear-progress[dir=rtl]:not([dir=ltr]).mdc-linear-progress--indeterminate .mdc-linear-progress__secondary-bar { - /* @noflip */ - /*rtl:ignore*/ - right: -54.888891%; - /* @noflip */ - /*rtl:ignore*/ - left: auto; -} - -body main .mdc-linear-progress--closed { - opacity: 0; -} -body main .mdc-linear-progress--closed-animation-off .mdc-linear-progress__buffer-dots { - animation: none; -} -body main .mdc-linear-progress--closed-animation-off.mdc-linear-progress--indeterminate .mdc-linear-progress__bar, -body main .mdc-linear-progress--closed-animation-off.mdc-linear-progress--indeterminate .mdc-linear-progress__bar .mdc-linear-progress__bar-inner { - animation: none; -} -.mdc-linear-progress__bar-inner { - border-color: #ff6e40; - /* @alternate */ - border-color: var(--mdc-theme-primary, #ff6e40); -} - -.mdc-linear-progress__buffer-dots { - background-image: url("data:image/svg+xml,%3Csvg version='1.1' xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' x='0px' y='0px' enable-background='new 0 0 5 2' xml:space='preserve' viewBox='0 0 5 2' preserveAspectRatio='none slice'%3E%3Ccircle cx='1' cy='1' r='1' fill='%23e6e6e6'/%3E%3C/svg%3E"); -} - -.mdc-linear-progress__buffer-bar { - background-color: #e6e6e6; -} - -body main header ul { - align-content: center; - display: flex; - justify-content: center; - list-style: none; - margin: 0; - padding: 0; -} -body main header ul li { - margin: 0 0.25em; -} -body main header ul li button.active-set:not(:disabled) { - background-color: #263238; -} -body main header ul li button.active-set:not(:disabled) { - color: white; - /* @alternate */ - color: var(--mdc-theme-text-primary-on-dark, white); -} -body main header ul li button.active-set .mdc-button__ripple::before, body main header ul li button.active-set .mdc-button__ripple::after { - background-color: white; - /* @alternate */ - background-color: var(--mdc-ripple-color, var(--mdc-theme-text-primary-on-dark, white)); -} -body main header ul li button.active-set:hover .mdc-button__ripple::before, body main header ul li button.active-set.mdc-ripple-surface--hover .mdc-button__ripple::before { - opacity: 0.08; - /* @alternate */ - opacity: var(--mdc-ripple-hover-opacity, 0.08); -} -body main header ul li button.active-set.mdc-ripple-upgraded--background-focused .mdc-button__ripple::before, body main header ul li button.active-set:not(.mdc-ripple-upgraded):focus .mdc-button__ripple::before { - transition-duration: 75ms; - opacity: 0.24; - /* @alternate */ - opacity: var(--mdc-ripple-focus-opacity, 0.24); -} -body main header ul li button.active-set:not(.mdc-ripple-upgraded) .mdc-button__ripple::after { - transition: opacity 150ms linear; -} -body main header ul li button.active-set:not(.mdc-ripple-upgraded):active .mdc-button__ripple::after { - transition-duration: 75ms; - opacity: 0.24; - /* @alternate */ - opacity: var(--mdc-ripple-press-opacity, 0.24); -} -body main header ul li button.active-set.mdc-ripple-upgraded { - --mdc-ripple-fg-opacity: var(--mdc-ripple-press-opacity, 0.24); -} -body main article { - display: flex; - flex: 1; - justify-content: space-around; - text-align: center; -} -body main .visually-hidden { - position: absolute !important; - height: 1px; - width: 1px; - overflow: hidden; - clip: rect(1px, 1px, 1px, 1px); -} -body main .visually-hidden:focus + label { - outline: thin dotted; -} -body main .visually-hidden:focus-within + label { - outline: thin dotted; } body footer { - background-color: #ff6e40; - font-size: smaller; text-align: center; -} \ No newline at end of file +} diff --git a/wwwroot/js/main.js b/wwwroot/js/main.js index ed0b26b..e97fd5f 100644 --- a/wwwroot/js/main.js +++ b/wwwroot/js/main.js @@ -9,276 +9,33 @@ /******/ (() => { // webpackBootstrap /******/ var __webpack_modules__ = ({ -/***/ "./node_modules/@material/animation/util.js": -/*!**************************************************!*\ - !*** ./node_modules/@material/animation/util.js ***! - \**************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"getCorrectPropertyName\": () => (/* binding */ getCorrectPropertyName),\n/* harmony export */ \"getCorrectEventName\": () => (/* binding */ getCorrectEventName)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2016 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\nvar cssPropertyNameMap = {\n animation: {\n prefixed: '-webkit-animation',\n standard: 'animation',\n },\n transform: {\n prefixed: '-webkit-transform',\n standard: 'transform',\n },\n transition: {\n prefixed: '-webkit-transition',\n standard: 'transition',\n },\n};\nvar jsEventTypeMap = {\n animationend: {\n cssProperty: 'animation',\n prefixed: 'webkitAnimationEnd',\n standard: 'animationend',\n },\n animationiteration: {\n cssProperty: 'animation',\n prefixed: 'webkitAnimationIteration',\n standard: 'animationiteration',\n },\n animationstart: {\n cssProperty: 'animation',\n prefixed: 'webkitAnimationStart',\n standard: 'animationstart',\n },\n transitionend: {\n cssProperty: 'transition',\n prefixed: 'webkitTransitionEnd',\n standard: 'transitionend',\n },\n};\nfunction isWindow(windowObj) {\n return Boolean(windowObj.document) && typeof windowObj.document.createElement === 'function';\n}\nfunction getCorrectPropertyName(windowObj, cssProperty) {\n if (isWindow(windowObj) && cssProperty in cssPropertyNameMap) {\n var el = windowObj.document.createElement('div');\n var _a = cssPropertyNameMap[cssProperty], standard = _a.standard, prefixed = _a.prefixed;\n var isStandard = standard in el.style;\n return isStandard ? standard : prefixed;\n }\n return cssProperty;\n}\nfunction getCorrectEventName(windowObj, eventType) {\n if (isWindow(windowObj) && eventType in jsEventTypeMap) {\n var el = windowObj.document.createElement('div');\n var _a = jsEventTypeMap[eventType], standard = _a.standard, prefixed = _a.prefixed, cssProperty = _a.cssProperty;\n var isStandard = cssProperty in el.style;\n return isStandard ? standard : prefixed;\n }\n return eventType;\n}\n//# sourceMappingURL=util.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/animation/util.js?"); - -/***/ }), - -/***/ "./node_modules/@material/base/component.js": -/*!**************************************************!*\ - !*** ./node_modules/@material/base/component.js ***! - \**************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCComponent\": () => (/* binding */ MDCComponent),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _foundation__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./foundation */ \"./node_modules/@material/base/foundation.js\");\n/**\n * @license\n * Copyright 2016 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\nvar MDCComponent = /** @class */ (function () {\n function MDCComponent(root, foundation) {\n var args = [];\n for (var _i = 2; _i < arguments.length; _i++) {\n args[_i - 2] = arguments[_i];\n }\n this.root = root;\n this.initialize.apply(this, (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__spreadArray)([], (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__read)(args)));\n // Note that we initialize foundation here and not within the constructor's\n // default param so that this.root is defined and can be used within the\n // foundation class.\n this.foundation =\n foundation === undefined ? this.getDefaultFoundation() : foundation;\n this.foundation.init();\n this.initialSyncWithDOM();\n }\n MDCComponent.attachTo = function (root) {\n // Subclasses which extend MDCBase should provide an attachTo() method that takes a root element and\n // returns an instantiated component with its root set to that element. Also note that in the cases of\n // subclasses, an explicit foundation class will not have to be passed in; it will simply be initialized\n // from getDefaultFoundation().\n return new MDCComponent(root, new _foundation__WEBPACK_IMPORTED_MODULE_1__.MDCFoundation({}));\n };\n /* istanbul ignore next: method param only exists for typing purposes; it does not need to be unit tested */\n MDCComponent.prototype.initialize = function () {\n var _args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n _args[_i] = arguments[_i];\n }\n // Subclasses can override this to do any additional setup work that would be considered part of a\n // \"constructor\". Essentially, it is a hook into the parent constructor before the foundation is\n // initialized. Any additional arguments besides root and foundation will be passed in here.\n };\n MDCComponent.prototype.getDefaultFoundation = function () {\n // Subclasses must override this method to return a properly configured foundation class for the\n // component.\n throw new Error('Subclasses must override getDefaultFoundation to return a properly configured ' +\n 'foundation class');\n };\n MDCComponent.prototype.initialSyncWithDOM = function () {\n // Subclasses should override this method if they need to perform work to synchronize with a host DOM\n // object. An example of this would be a form control wrapper that needs to synchronize its internal state\n // to some property or attribute of the host DOM. Please note: this is *not* the place to perform DOM\n // reads/writes that would cause layout / paint, as this is called synchronously from within the constructor.\n };\n MDCComponent.prototype.destroy = function () {\n // Subclasses may implement this method to release any resources / deregister any listeners they have\n // attached. An example of this might be deregistering a resize event from the window object.\n this.foundation.destroy();\n };\n MDCComponent.prototype.listen = function (evtType, handler, options) {\n this.root.addEventListener(evtType, handler, options);\n };\n MDCComponent.prototype.unlisten = function (evtType, handler, options) {\n this.root.removeEventListener(evtType, handler, options);\n };\n /**\n * Fires a cross-browser-compatible custom event from the component root of the given type, with the given data.\n */\n MDCComponent.prototype.emit = function (evtType, evtData, shouldBubble) {\n if (shouldBubble === void 0) { shouldBubble = false; }\n var evt;\n if (typeof CustomEvent === 'function') {\n evt = new CustomEvent(evtType, {\n bubbles: shouldBubble,\n detail: evtData,\n });\n }\n else {\n evt = document.createEvent('CustomEvent');\n evt.initCustomEvent(evtType, shouldBubble, false, evtData);\n }\n this.root.dispatchEvent(evt);\n };\n return MDCComponent;\n}());\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCComponent);\n//# sourceMappingURL=component.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/base/component.js?"); - -/***/ }), - -/***/ "./node_modules/@material/base/foundation.js": -/*!***************************************************!*\ - !*** ./node_modules/@material/base/foundation.js ***! - \***************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCFoundation\": () => (/* binding */ MDCFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2016 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\nvar MDCFoundation = /** @class */ (function () {\n function MDCFoundation(adapter) {\n if (adapter === void 0) { adapter = {}; }\n this.adapter = adapter;\n }\n Object.defineProperty(MDCFoundation, \"cssClasses\", {\n get: function () {\n // Classes extending MDCFoundation should implement this method to return an object which exports every\n // CSS class the foundation class needs as a property. e.g. {ACTIVE: 'mdc-component--active'}\n return {};\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCFoundation, \"strings\", {\n get: function () {\n // Classes extending MDCFoundation should implement this method to return an object which exports all\n // semantic strings as constants. e.g. {ARIA_ROLE: 'tablist'}\n return {};\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCFoundation, \"numbers\", {\n get: function () {\n // Classes extending MDCFoundation should implement this method to return an object which exports all\n // of its semantic numbers as constants. e.g. {ANIMATION_DELAY_MS: 350}\n return {};\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCFoundation, \"defaultAdapter\", {\n get: function () {\n // Classes extending MDCFoundation may choose to implement this getter in order to provide a convenient\n // way of viewing the necessary methods of an adapter. In the future, this could also be used for adapter\n // validation.\n return {};\n },\n enumerable: false,\n configurable: true\n });\n MDCFoundation.prototype.init = function () {\n // Subclasses should override this method to perform initialization routines (registering events, etc.)\n };\n MDCFoundation.prototype.destroy = function () {\n // Subclasses should override this method to perform de-initialization routines (de-registering events, etc.)\n };\n return MDCFoundation;\n}());\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/base/foundation.js?"); - -/***/ }), - -/***/ "./node_modules/@material/dom/events.js": -/*!**********************************************!*\ - !*** ./node_modules/@material/dom/events.js ***! - \**********************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"applyPassive\": () => (/* binding */ applyPassive)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2019 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n/**\n * Determine whether the current browser supports passive event listeners, and\n * if so, use them.\n */\nfunction applyPassive(globalObj) {\n if (globalObj === void 0) { globalObj = window; }\n return supportsPassiveOption(globalObj) ?\n { passive: true } :\n false;\n}\nfunction supportsPassiveOption(globalObj) {\n if (globalObj === void 0) { globalObj = window; }\n // See\n // https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/addEventListener\n var passiveSupported = false;\n try {\n var options = {\n // This function will be called when the browser\n // attempts to access the passive property.\n get passive() {\n passiveSupported = true;\n return false;\n }\n };\n var handler = function () { };\n globalObj.document.addEventListener('test', handler, options);\n globalObj.document.removeEventListener('test', handler, options);\n }\n catch (err) {\n passiveSupported = false;\n }\n return passiveSupported;\n}\n//# sourceMappingURL=events.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/dom/events.js?"); - -/***/ }), - -/***/ "./node_modules/@material/dom/ponyfill.js": -/*!************************************************!*\ - !*** ./node_modules/@material/dom/ponyfill.js ***! - \************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"closest\": () => (/* binding */ closest),\n/* harmony export */ \"matches\": () => (/* binding */ matches),\n/* harmony export */ \"estimateScrollWidth\": () => (/* binding */ estimateScrollWidth)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n/**\n * @fileoverview A \"ponyfill\" is a polyfill that doesn't modify the global prototype chain.\n * This makes ponyfills safer than traditional polyfills, especially for libraries like MDC.\n */\nfunction closest(element, selector) {\n if (element.closest) {\n return element.closest(selector);\n }\n var el = element;\n while (el) {\n if (matches(el, selector)) {\n return el;\n }\n el = el.parentElement;\n }\n return null;\n}\nfunction matches(element, selector) {\n var nativeMatches = element.matches\n || element.webkitMatchesSelector\n || element.msMatchesSelector;\n return nativeMatches.call(element, selector);\n}\n/**\n * Used to compute the estimated scroll width of elements. When an element is\n * hidden due to display: none; being applied to a parent element, the width is\n * returned as 0. However, the element will have a true width once no longer\n * inside a display: none context. This method computes an estimated width when\n * the element is hidden or returns the true width when the element is visble.\n * @param {Element} element the element whose width to estimate\n */\nfunction estimateScrollWidth(element) {\n // Check the offsetParent. If the element inherits display: none from any\n // parent, the offsetParent property will be null (see\n // https://developer.mozilla.org/en-US/docs/Web/API/HTMLElement/offsetParent).\n // This check ensures we only clone the node when necessary.\n var htmlEl = element;\n if (htmlEl.offsetParent !== null) {\n return htmlEl.scrollWidth;\n }\n var clone = htmlEl.cloneNode(true);\n clone.style.setProperty('position', 'absolute');\n clone.style.setProperty('transform', 'translate(-9999px, -9999px)');\n document.documentElement.appendChild(clone);\n var scrollWidth = clone.scrollWidth;\n document.documentElement.removeChild(clone);\n return scrollWidth;\n}\n//# sourceMappingURL=ponyfill.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/dom/ponyfill.js?"); - -/***/ }), - -/***/ "./node_modules/@material/linear-progress/component.js": -/*!*************************************************************!*\ - !*** ./node_modules/@material/linear-progress/component.js ***! - \*************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCLinearProgress\": () => (/* binding */ MDCLinearProgress)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _material_base_component__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! @material/base/component */ \"./node_modules/@material/base/component.js\");\n/* harmony import */ var _foundation__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./foundation */ \"./node_modules/@material/linear-progress/foundation.js\");\n/**\n * @license\n * Copyright 2017 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\nvar MDCLinearProgress = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCLinearProgress, _super);\n function MDCLinearProgress() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n MDCLinearProgress.attachTo = function (root) {\n return new MDCLinearProgress(root);\n };\n Object.defineProperty(MDCLinearProgress.prototype, \"determinate\", {\n set: function (value) {\n this.foundation.setDeterminate(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCLinearProgress.prototype, \"progress\", {\n set: function (value) {\n this.foundation.setProgress(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCLinearProgress.prototype, \"buffer\", {\n set: function (value) {\n this.foundation.setBuffer(value);\n },\n enumerable: false,\n configurable: true\n });\n MDCLinearProgress.prototype.open = function () {\n this.foundation.open();\n };\n MDCLinearProgress.prototype.close = function () {\n this.foundation.close();\n };\n MDCLinearProgress.prototype.initialSyncWithDOM = function () {\n var _this = this;\n this.root.addEventListener('transitionend', function () {\n _this.foundation.handleTransitionEnd();\n });\n };\n MDCLinearProgress.prototype.getDefaultFoundation = function () {\n var _this = this;\n // DO NOT INLINE this variable. For backward compatibility, foundations take\n // a Partial. To ensure we don't accidentally omit any\n // methods, we need a separate, strongly typed adapter variable.\n var adapter = {\n addClass: function (className) {\n _this.root.classList.add(className);\n },\n forceLayout: function () {\n _this.root.getBoundingClientRect();\n },\n setBufferBarStyle: function (styleProperty, value) {\n var bufferBar = _this.root.querySelector(_foundation__WEBPACK_IMPORTED_MODULE_1__.MDCLinearProgressFoundation.strings.BUFFER_BAR_SELECTOR);\n if (bufferBar) {\n bufferBar.style.setProperty(styleProperty, value);\n }\n },\n setPrimaryBarStyle: function (styleProperty, value) {\n var primaryBar = _this.root.querySelector(_foundation__WEBPACK_IMPORTED_MODULE_1__.MDCLinearProgressFoundation.strings.PRIMARY_BAR_SELECTOR);\n if (primaryBar) {\n primaryBar.style.setProperty(styleProperty, value);\n }\n },\n hasClass: function (className) { return _this.root.classList.contains(className); },\n removeAttribute: function (attributeName) {\n _this.root.removeAttribute(attributeName);\n },\n removeClass: function (className) {\n _this.root.classList.remove(className);\n },\n setAttribute: function (attributeName, value) {\n _this.root.setAttribute(attributeName, value);\n },\n setStyle: function (name, value) {\n _this.root.style.setProperty(name, value);\n },\n attachResizeObserver: function (callback) {\n var RO = window.ResizeObserver;\n if (RO) {\n var ro = new RO(callback);\n ro.observe(_this.root);\n return ro;\n }\n return null;\n },\n getWidth: function () { return _this.root.offsetWidth; },\n };\n return new _foundation__WEBPACK_IMPORTED_MODULE_1__.MDCLinearProgressFoundation(adapter);\n };\n return MDCLinearProgress;\n}(_material_base_component__WEBPACK_IMPORTED_MODULE_2__.MDCComponent));\n\n//# sourceMappingURL=component.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/linear-progress/component.js?"); - -/***/ }), - -/***/ "./node_modules/@material/linear-progress/constants.js": -/*!*************************************************************!*\ - !*** ./node_modules/@material/linear-progress/constants.js ***! - \*************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"cssClasses\": () => (/* binding */ cssClasses),\n/* harmony export */ \"strings\": () => (/* binding */ strings),\n/* harmony export */ \"animationDimensionPercentages\": () => (/* binding */ animationDimensionPercentages)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2017 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\nvar cssClasses = {\n CLOSED_CLASS: 'mdc-linear-progress--closed',\n CLOSED_ANIMATION_OFF_CLASS: 'mdc-linear-progress--closed-animation-off',\n INDETERMINATE_CLASS: 'mdc-linear-progress--indeterminate',\n REVERSED_CLASS: 'mdc-linear-progress--reversed',\n ANIMATION_READY_CLASS: 'mdc-linear-progress--animation-ready',\n};\nvar strings = {\n ARIA_HIDDEN: 'aria-hidden',\n ARIA_VALUEMAX: 'aria-valuemax',\n ARIA_VALUEMIN: 'aria-valuemin',\n ARIA_VALUENOW: 'aria-valuenow',\n BUFFER_BAR_SELECTOR: '.mdc-linear-progress__buffer-bar',\n FLEX_BASIS: 'flex-basis',\n PRIMARY_BAR_SELECTOR: '.mdc-linear-progress__primary-bar',\n};\n// these are percentages pulled from keyframes.scss\nvar animationDimensionPercentages = {\n PRIMARY_HALF: .8367142,\n PRIMARY_FULL: 2.00611057,\n SECONDARY_QUARTER: .37651913,\n SECONDARY_HALF: .84386165,\n SECONDARY_FULL: 1.60277782,\n};\n//# sourceMappingURL=constants.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/linear-progress/constants.js?"); - -/***/ }), - -/***/ "./node_modules/@material/linear-progress/foundation.js": -/*!**************************************************************!*\ - !*** ./node_modules/@material/linear-progress/foundation.js ***! - \**************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCLinearProgressFoundation\": () => (/* binding */ MDCLinearProgressFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _material_animation_util__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! @material/animation/util */ \"./node_modules/@material/animation/util.js\");\n/* harmony import */ var _material_base_foundation__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! @material/base/foundation */ \"./node_modules/@material/base/foundation.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./constants */ \"./node_modules/@material/linear-progress/constants.js\");\n/**\n * @license\n * Copyright 2017 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\n\nvar MDCLinearProgressFoundation = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCLinearProgressFoundation, _super);\n function MDCLinearProgressFoundation(adapter) {\n var _this = _super.call(this, (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)((0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)({}, MDCLinearProgressFoundation.defaultAdapter), adapter)) || this;\n _this.observer = null;\n return _this;\n }\n Object.defineProperty(MDCLinearProgressFoundation, \"cssClasses\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCLinearProgressFoundation, \"strings\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.strings;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCLinearProgressFoundation, \"defaultAdapter\", {\n get: function () {\n return {\n addClass: function () { return undefined; },\n attachResizeObserver: function () { return null; },\n forceLayout: function () { return undefined; },\n getWidth: function () { return 0; },\n hasClass: function () { return false; },\n setBufferBarStyle: function () { return null; },\n setPrimaryBarStyle: function () { return null; },\n setStyle: function () { return undefined; },\n removeAttribute: function () { return undefined; },\n removeClass: function () { return undefined; },\n setAttribute: function () { return undefined; },\n };\n },\n enumerable: false,\n configurable: true\n });\n MDCLinearProgressFoundation.prototype.init = function () {\n var _this = this;\n this.determinate = !this.adapter.hasClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.INDETERMINATE_CLASS);\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.ANIMATION_READY_CLASS);\n this.progress = 0;\n this.buffer = 1;\n this.observer = this.adapter.attachResizeObserver(function (entries) {\n var e_1, _a;\n if (_this.determinate) {\n return;\n }\n try {\n for (var entries_1 = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__values)(entries), entries_1_1 = entries_1.next(); !entries_1_1.done; entries_1_1 = entries_1.next()) {\n var entry = entries_1_1.value;\n if (entry.contentRect) {\n _this.calculateAndSetDimensions(entry.contentRect.width);\n }\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (entries_1_1 && !entries_1_1.done && (_a = entries_1.return)) _a.call(entries_1);\n }\n finally { if (e_1) throw e_1.error; }\n }\n });\n if (!this.determinate && this.observer) {\n this.calculateAndSetDimensions(this.adapter.getWidth());\n }\n };\n MDCLinearProgressFoundation.prototype.setDeterminate = function (isDeterminate) {\n this.determinate = isDeterminate;\n if (this.determinate) {\n this.adapter.removeClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.INDETERMINATE_CLASS);\n this.adapter.setAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUENOW, this.progress.toString());\n this.adapter.setAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUEMAX, '1');\n this.adapter.setAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUEMIN, '0');\n this.setPrimaryBarProgress(this.progress);\n this.setBufferBarProgress(this.buffer);\n return;\n }\n if (this.observer) {\n this.calculateAndSetDimensions(this.adapter.getWidth());\n }\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.INDETERMINATE_CLASS);\n this.adapter.removeAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUENOW);\n this.adapter.removeAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUEMAX);\n this.adapter.removeAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUEMIN);\n this.setPrimaryBarProgress(1);\n this.setBufferBarProgress(1);\n };\n MDCLinearProgressFoundation.prototype.isDeterminate = function () {\n return this.determinate;\n };\n MDCLinearProgressFoundation.prototype.setProgress = function (value) {\n this.progress = value;\n if (this.determinate) {\n this.setPrimaryBarProgress(value);\n this.adapter.setAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_VALUENOW, value.toString());\n }\n };\n MDCLinearProgressFoundation.prototype.getProgress = function () {\n return this.progress;\n };\n MDCLinearProgressFoundation.prototype.setBuffer = function (value) {\n this.buffer = value;\n if (this.determinate) {\n this.setBufferBarProgress(value);\n }\n };\n MDCLinearProgressFoundation.prototype.getBuffer = function () {\n return this.buffer;\n };\n MDCLinearProgressFoundation.prototype.open = function () {\n this.adapter.removeClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.CLOSED_CLASS);\n this.adapter.removeClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.CLOSED_ANIMATION_OFF_CLASS);\n this.adapter.removeAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_HIDDEN);\n };\n MDCLinearProgressFoundation.prototype.close = function () {\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.CLOSED_CLASS);\n this.adapter.setAttribute(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.ARIA_HIDDEN, 'true');\n };\n MDCLinearProgressFoundation.prototype.isClosed = function () {\n return this.adapter.hasClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.CLOSED_CLASS);\n };\n /**\n * Handles the transitionend event emitted after `close()` is called and the\n * opacity fades out. This is so that animations are removed only after the\n * progress indicator is completely hidden.\n */\n MDCLinearProgressFoundation.prototype.handleTransitionEnd = function () {\n if (this.adapter.hasClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.CLOSED_CLASS)) {\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.CLOSED_ANIMATION_OFF_CLASS);\n }\n };\n MDCLinearProgressFoundation.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.observer) {\n this.observer.disconnect();\n }\n };\n MDCLinearProgressFoundation.prototype.restartAnimation = function () {\n this.adapter.removeClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.ANIMATION_READY_CLASS);\n this.adapter.forceLayout();\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.ANIMATION_READY_CLASS);\n };\n MDCLinearProgressFoundation.prototype.setPrimaryBarProgress = function (progressValue) {\n var value = \"scaleX(\" + progressValue + \")\";\n // Accessing `window` without a `typeof` check will throw on Node\n // environments.\n var transformProp = typeof window !== 'undefined' ?\n (0,_material_animation_util__WEBPACK_IMPORTED_MODULE_2__.getCorrectPropertyName)(window, 'transform') :\n 'transform';\n this.adapter.setPrimaryBarStyle(transformProp, value);\n };\n MDCLinearProgressFoundation.prototype.setBufferBarProgress = function (progressValue) {\n var value = progressValue * 100 + \"%\";\n this.adapter.setBufferBarStyle(_constants__WEBPACK_IMPORTED_MODULE_1__.strings.FLEX_BASIS, value);\n };\n MDCLinearProgressFoundation.prototype.calculateAndSetDimensions = function (width) {\n var primaryHalf = width * _constants__WEBPACK_IMPORTED_MODULE_1__.animationDimensionPercentages.PRIMARY_HALF;\n var primaryFull = width * _constants__WEBPACK_IMPORTED_MODULE_1__.animationDimensionPercentages.PRIMARY_FULL;\n var secondaryQuarter = width * _constants__WEBPACK_IMPORTED_MODULE_1__.animationDimensionPercentages.SECONDARY_QUARTER;\n var secondaryHalf = width * _constants__WEBPACK_IMPORTED_MODULE_1__.animationDimensionPercentages.SECONDARY_HALF;\n var secondaryFull = width * _constants__WEBPACK_IMPORTED_MODULE_1__.animationDimensionPercentages.SECONDARY_FULL;\n this.adapter.setStyle('--mdc-linear-progress-primary-half', primaryHalf + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-primary-half-neg', -primaryHalf + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-primary-full', primaryFull + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-primary-full-neg', -primaryFull + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-secondary-quarter', secondaryQuarter + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-secondary-quarter-neg', -secondaryQuarter + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-secondary-half', secondaryHalf + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-secondary-half-neg', -secondaryHalf + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-secondary-full', secondaryFull + \"px\");\n this.adapter.setStyle('--mdc-linear-progress-secondary-full-neg', -secondaryFull + \"px\");\n // need to restart animation for custom props to apply to keyframes\n this.restartAnimation();\n };\n return MDCLinearProgressFoundation;\n}(_material_base_foundation__WEBPACK_IMPORTED_MODULE_3__.MDCFoundation));\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCLinearProgressFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/linear-progress/foundation.js?"); - -/***/ }), - -/***/ "./node_modules/@material/ripple/component.js": -/*!****************************************************!*\ - !*** ./node_modules/@material/ripple/component.js ***! - \****************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCRipple\": () => (/* binding */ MDCRipple)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _material_base_component__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! @material/base/component */ \"./node_modules/@material/base/component.js\");\n/* harmony import */ var _material_dom_events__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! @material/dom/events */ \"./node_modules/@material/dom/events.js\");\n/* harmony import */ var _material_dom_ponyfill__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! @material/dom/ponyfill */ \"./node_modules/@material/dom/ponyfill.js\");\n/* harmony import */ var _foundation__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./foundation */ \"./node_modules/@material/ripple/foundation.js\");\n/* harmony import */ var _util__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./util */ \"./node_modules/@material/ripple/util.js\");\n/**\n * @license\n * Copyright 2016 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\n\n\n\nvar MDCRipple = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCRipple, _super);\n function MDCRipple() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.disabled = false;\n return _this;\n }\n MDCRipple.attachTo = function (root, opts) {\n if (opts === void 0) { opts = {\n isUnbounded: undefined\n }; }\n var ripple = new MDCRipple(root);\n // Only override unbounded behavior if option is explicitly specified\n if (opts.isUnbounded !== undefined) {\n ripple.unbounded = opts.isUnbounded;\n }\n return ripple;\n };\n MDCRipple.createAdapter = function (instance) {\n return {\n addClass: function (className) { return instance.root.classList.add(className); },\n browserSupportsCssVars: function () { return _util__WEBPACK_IMPORTED_MODULE_1__.supportsCssVariables(window); },\n computeBoundingRect: function () { return instance.root.getBoundingClientRect(); },\n containsEventTarget: function (target) { return instance.root.contains(target); },\n deregisterDocumentInteractionHandler: function (evtType, handler) {\n return document.documentElement.removeEventListener(evtType, handler, (0,_material_dom_events__WEBPACK_IMPORTED_MODULE_2__.applyPassive)());\n },\n deregisterInteractionHandler: function (evtType, handler) {\n return instance.root\n .removeEventListener(evtType, handler, (0,_material_dom_events__WEBPACK_IMPORTED_MODULE_2__.applyPassive)());\n },\n deregisterResizeHandler: function (handler) {\n return window.removeEventListener('resize', handler);\n },\n getWindowPageOffset: function () {\n return ({ x: window.pageXOffset, y: window.pageYOffset });\n },\n isSurfaceActive: function () { return (0,_material_dom_ponyfill__WEBPACK_IMPORTED_MODULE_3__.matches)(instance.root, ':active'); },\n isSurfaceDisabled: function () { return Boolean(instance.disabled); },\n isUnbounded: function () { return Boolean(instance.unbounded); },\n registerDocumentInteractionHandler: function (evtType, handler) {\n return document.documentElement.addEventListener(evtType, handler, (0,_material_dom_events__WEBPACK_IMPORTED_MODULE_2__.applyPassive)());\n },\n registerInteractionHandler: function (evtType, handler) {\n return instance.root\n .addEventListener(evtType, handler, (0,_material_dom_events__WEBPACK_IMPORTED_MODULE_2__.applyPassive)());\n },\n registerResizeHandler: function (handler) {\n return window.addEventListener('resize', handler);\n },\n removeClass: function (className) { return instance.root.classList.remove(className); },\n updateCssVariable: function (varName, value) {\n return instance.root.style.setProperty(varName, value);\n },\n };\n };\n Object.defineProperty(MDCRipple.prototype, \"unbounded\", {\n get: function () {\n return Boolean(this.isUnbounded);\n },\n set: function (unbounded) {\n this.isUnbounded = Boolean(unbounded);\n this.setUnbounded();\n },\n enumerable: false,\n configurable: true\n });\n MDCRipple.prototype.activate = function () {\n this.foundation.activate();\n };\n MDCRipple.prototype.deactivate = function () {\n this.foundation.deactivate();\n };\n MDCRipple.prototype.layout = function () {\n this.foundation.layout();\n };\n MDCRipple.prototype.getDefaultFoundation = function () {\n return new _foundation__WEBPACK_IMPORTED_MODULE_4__.MDCRippleFoundation(MDCRipple.createAdapter(this));\n };\n MDCRipple.prototype.initialSyncWithDOM = function () {\n var root = this.root;\n this.isUnbounded = 'mdcRippleIsUnbounded' in root.dataset;\n };\n /**\n * Closure Compiler throws an access control error when directly accessing a\n * protected or private property inside a getter/setter, like unbounded above.\n * By accessing the protected property inside a method, we solve that problem.\n * That's why this function exists.\n */\n MDCRipple.prototype.setUnbounded = function () {\n this.foundation.setUnbounded(Boolean(this.isUnbounded));\n };\n return MDCRipple;\n}(_material_base_component__WEBPACK_IMPORTED_MODULE_5__.MDCComponent));\n\n//# sourceMappingURL=component.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/ripple/component.js?"); - -/***/ }), - -/***/ "./node_modules/@material/ripple/constants.js": -/*!****************************************************!*\ - !*** ./node_modules/@material/ripple/constants.js ***! - \****************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"cssClasses\": () => (/* binding */ cssClasses),\n/* harmony export */ \"strings\": () => (/* binding */ strings),\n/* harmony export */ \"numbers\": () => (/* binding */ numbers)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2016 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\nvar cssClasses = {\n // Ripple is a special case where the \"root\" component is really a \"mixin\" of sorts,\n // given that it's an 'upgrade' to an existing component. That being said it is the root\n // CSS class that all other CSS classes derive from.\n BG_FOCUSED: 'mdc-ripple-upgraded--background-focused',\n FG_ACTIVATION: 'mdc-ripple-upgraded--foreground-activation',\n FG_DEACTIVATION: 'mdc-ripple-upgraded--foreground-deactivation',\n ROOT: 'mdc-ripple-upgraded',\n UNBOUNDED: 'mdc-ripple-upgraded--unbounded',\n};\nvar strings = {\n VAR_FG_SCALE: '--mdc-ripple-fg-scale',\n VAR_FG_SIZE: '--mdc-ripple-fg-size',\n VAR_FG_TRANSLATE_END: '--mdc-ripple-fg-translate-end',\n VAR_FG_TRANSLATE_START: '--mdc-ripple-fg-translate-start',\n VAR_LEFT: '--mdc-ripple-left',\n VAR_TOP: '--mdc-ripple-top',\n};\nvar numbers = {\n DEACTIVATION_TIMEOUT_MS: 225,\n FG_DEACTIVATION_MS: 150,\n INITIAL_ORIGIN_SCALE: 0.6,\n PADDING: 10,\n TAP_DELAY_MS: 300, // Delay between touch and simulated mouse events on touch devices\n};\n//# sourceMappingURL=constants.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/ripple/constants.js?"); - -/***/ }), - -/***/ "./node_modules/@material/ripple/foundation.js": -/*!*****************************************************!*\ - !*** ./node_modules/@material/ripple/foundation.js ***! - \*****************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCRippleFoundation\": () => (/* binding */ MDCRippleFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _material_base_foundation__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! @material/base/foundation */ \"./node_modules/@material/base/foundation.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./constants */ \"./node_modules/@material/ripple/constants.js\");\n/* harmony import */ var _util__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./util */ \"./node_modules/@material/ripple/util.js\");\n/**\n * @license\n * Copyright 2016 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\n\n// Activation events registered on the root element of each instance for activation\nvar ACTIVATION_EVENT_TYPES = [\n 'touchstart', 'pointerdown', 'mousedown', 'keydown',\n];\n// Deactivation events registered on documentElement when a pointer-related down event occurs\nvar POINTER_DEACTIVATION_EVENT_TYPES = [\n 'touchend', 'pointerup', 'mouseup', 'contextmenu',\n];\n// simultaneous nested activations\nvar activatedTargets = [];\nvar MDCRippleFoundation = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCRippleFoundation, _super);\n function MDCRippleFoundation(adapter) {\n var _this = _super.call(this, (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)((0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)({}, MDCRippleFoundation.defaultAdapter), adapter)) || this;\n _this.activationAnimationHasEnded = false;\n _this.activationTimer = 0;\n _this.fgDeactivationRemovalTimer = 0;\n _this.fgScale = '0';\n _this.frame = { width: 0, height: 0 };\n _this.initialSize = 0;\n _this.layoutFrame = 0;\n _this.maxRadius = 0;\n _this.unboundedCoords = { left: 0, top: 0 };\n _this.activationState = _this.defaultActivationState();\n _this.activationTimerCallback = function () {\n _this.activationAnimationHasEnded = true;\n _this.runDeactivationUXLogicIfReady();\n };\n _this.activateHandler = function (e) {\n _this.activateImpl(e);\n };\n _this.deactivateHandler = function () {\n _this.deactivateImpl();\n };\n _this.focusHandler = function () {\n _this.handleFocus();\n };\n _this.blurHandler = function () {\n _this.handleBlur();\n };\n _this.resizeHandler = function () {\n _this.layout();\n };\n return _this;\n }\n Object.defineProperty(MDCRippleFoundation, \"cssClasses\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCRippleFoundation, \"strings\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.strings;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCRippleFoundation, \"numbers\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.numbers;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCRippleFoundation, \"defaultAdapter\", {\n get: function () {\n return {\n addClass: function () { return undefined; },\n browserSupportsCssVars: function () { return true; },\n computeBoundingRect: function () {\n return ({ top: 0, right: 0, bottom: 0, left: 0, width: 0, height: 0 });\n },\n containsEventTarget: function () { return true; },\n deregisterDocumentInteractionHandler: function () { return undefined; },\n deregisterInteractionHandler: function () { return undefined; },\n deregisterResizeHandler: function () { return undefined; },\n getWindowPageOffset: function () { return ({ x: 0, y: 0 }); },\n isSurfaceActive: function () { return true; },\n isSurfaceDisabled: function () { return true; },\n isUnbounded: function () { return true; },\n registerDocumentInteractionHandler: function () { return undefined; },\n registerInteractionHandler: function () { return undefined; },\n registerResizeHandler: function () { return undefined; },\n removeClass: function () { return undefined; },\n updateCssVariable: function () { return undefined; },\n };\n },\n enumerable: false,\n configurable: true\n });\n MDCRippleFoundation.prototype.init = function () {\n var _this = this;\n var supportsPressRipple = this.supportsPressRipple();\n this.registerRootHandlers(supportsPressRipple);\n if (supportsPressRipple) {\n var _a = MDCRippleFoundation.cssClasses, ROOT_1 = _a.ROOT, UNBOUNDED_1 = _a.UNBOUNDED;\n requestAnimationFrame(function () {\n _this.adapter.addClass(ROOT_1);\n if (_this.adapter.isUnbounded()) {\n _this.adapter.addClass(UNBOUNDED_1);\n // Unbounded ripples need layout logic applied immediately to set coordinates for both shade and ripple\n _this.layoutInternal();\n }\n });\n }\n };\n MDCRippleFoundation.prototype.destroy = function () {\n var _this = this;\n if (this.supportsPressRipple()) {\n if (this.activationTimer) {\n clearTimeout(this.activationTimer);\n this.activationTimer = 0;\n this.adapter.removeClass(MDCRippleFoundation.cssClasses.FG_ACTIVATION);\n }\n if (this.fgDeactivationRemovalTimer) {\n clearTimeout(this.fgDeactivationRemovalTimer);\n this.fgDeactivationRemovalTimer = 0;\n this.adapter.removeClass(MDCRippleFoundation.cssClasses.FG_DEACTIVATION);\n }\n var _a = MDCRippleFoundation.cssClasses, ROOT_2 = _a.ROOT, UNBOUNDED_2 = _a.UNBOUNDED;\n requestAnimationFrame(function () {\n _this.adapter.removeClass(ROOT_2);\n _this.adapter.removeClass(UNBOUNDED_2);\n _this.removeCssVars();\n });\n }\n this.deregisterRootHandlers();\n this.deregisterDeactivationHandlers();\n };\n /**\n * @param evt Optional event containing position information.\n */\n MDCRippleFoundation.prototype.activate = function (evt) {\n this.activateImpl(evt);\n };\n MDCRippleFoundation.prototype.deactivate = function () {\n this.deactivateImpl();\n };\n MDCRippleFoundation.prototype.layout = function () {\n var _this = this;\n if (this.layoutFrame) {\n cancelAnimationFrame(this.layoutFrame);\n }\n this.layoutFrame = requestAnimationFrame(function () {\n _this.layoutInternal();\n _this.layoutFrame = 0;\n });\n };\n MDCRippleFoundation.prototype.setUnbounded = function (unbounded) {\n var UNBOUNDED = MDCRippleFoundation.cssClasses.UNBOUNDED;\n if (unbounded) {\n this.adapter.addClass(UNBOUNDED);\n }\n else {\n this.adapter.removeClass(UNBOUNDED);\n }\n };\n MDCRippleFoundation.prototype.handleFocus = function () {\n var _this = this;\n requestAnimationFrame(function () { return _this.adapter.addClass(MDCRippleFoundation.cssClasses.BG_FOCUSED); });\n };\n MDCRippleFoundation.prototype.handleBlur = function () {\n var _this = this;\n requestAnimationFrame(function () { return _this.adapter.removeClass(MDCRippleFoundation.cssClasses.BG_FOCUSED); });\n };\n /**\n * We compute this property so that we are not querying information about the client\n * until the point in time where the foundation requests it. This prevents scenarios where\n * client-side feature-detection may happen too early, such as when components are rendered on the server\n * and then initialized at mount time on the client.\n */\n MDCRippleFoundation.prototype.supportsPressRipple = function () {\n return this.adapter.browserSupportsCssVars();\n };\n MDCRippleFoundation.prototype.defaultActivationState = function () {\n return {\n activationEvent: undefined,\n hasDeactivationUXRun: false,\n isActivated: false,\n isProgrammatic: false,\n wasActivatedByPointer: false,\n wasElementMadeActive: false,\n };\n };\n /**\n * supportsPressRipple Passed from init to save a redundant function call\n */\n MDCRippleFoundation.prototype.registerRootHandlers = function (supportsPressRipple) {\n var e_1, _a;\n if (supportsPressRipple) {\n try {\n for (var ACTIVATION_EVENT_TYPES_1 = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__values)(ACTIVATION_EVENT_TYPES), ACTIVATION_EVENT_TYPES_1_1 = ACTIVATION_EVENT_TYPES_1.next(); !ACTIVATION_EVENT_TYPES_1_1.done; ACTIVATION_EVENT_TYPES_1_1 = ACTIVATION_EVENT_TYPES_1.next()) {\n var evtType = ACTIVATION_EVENT_TYPES_1_1.value;\n this.adapter.registerInteractionHandler(evtType, this.activateHandler);\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (ACTIVATION_EVENT_TYPES_1_1 && !ACTIVATION_EVENT_TYPES_1_1.done && (_a = ACTIVATION_EVENT_TYPES_1.return)) _a.call(ACTIVATION_EVENT_TYPES_1);\n }\n finally { if (e_1) throw e_1.error; }\n }\n if (this.adapter.isUnbounded()) {\n this.adapter.registerResizeHandler(this.resizeHandler);\n }\n }\n this.adapter.registerInteractionHandler('focus', this.focusHandler);\n this.adapter.registerInteractionHandler('blur', this.blurHandler);\n };\n MDCRippleFoundation.prototype.registerDeactivationHandlers = function (evt) {\n var e_2, _a;\n if (evt.type === 'keydown') {\n this.adapter.registerInteractionHandler('keyup', this.deactivateHandler);\n }\n else {\n try {\n for (var POINTER_DEACTIVATION_EVENT_TYPES_1 = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__values)(POINTER_DEACTIVATION_EVENT_TYPES), POINTER_DEACTIVATION_EVENT_TYPES_1_1 = POINTER_DEACTIVATION_EVENT_TYPES_1.next(); !POINTER_DEACTIVATION_EVENT_TYPES_1_1.done; POINTER_DEACTIVATION_EVENT_TYPES_1_1 = POINTER_DEACTIVATION_EVENT_TYPES_1.next()) {\n var evtType = POINTER_DEACTIVATION_EVENT_TYPES_1_1.value;\n this.adapter.registerDocumentInteractionHandler(evtType, this.deactivateHandler);\n }\n }\n catch (e_2_1) { e_2 = { error: e_2_1 }; }\n finally {\n try {\n if (POINTER_DEACTIVATION_EVENT_TYPES_1_1 && !POINTER_DEACTIVATION_EVENT_TYPES_1_1.done && (_a = POINTER_DEACTIVATION_EVENT_TYPES_1.return)) _a.call(POINTER_DEACTIVATION_EVENT_TYPES_1);\n }\n finally { if (e_2) throw e_2.error; }\n }\n }\n };\n MDCRippleFoundation.prototype.deregisterRootHandlers = function () {\n var e_3, _a;\n try {\n for (var ACTIVATION_EVENT_TYPES_2 = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__values)(ACTIVATION_EVENT_TYPES), ACTIVATION_EVENT_TYPES_2_1 = ACTIVATION_EVENT_TYPES_2.next(); !ACTIVATION_EVENT_TYPES_2_1.done; ACTIVATION_EVENT_TYPES_2_1 = ACTIVATION_EVENT_TYPES_2.next()) {\n var evtType = ACTIVATION_EVENT_TYPES_2_1.value;\n this.adapter.deregisterInteractionHandler(evtType, this.activateHandler);\n }\n }\n catch (e_3_1) { e_3 = { error: e_3_1 }; }\n finally {\n try {\n if (ACTIVATION_EVENT_TYPES_2_1 && !ACTIVATION_EVENT_TYPES_2_1.done && (_a = ACTIVATION_EVENT_TYPES_2.return)) _a.call(ACTIVATION_EVENT_TYPES_2);\n }\n finally { if (e_3) throw e_3.error; }\n }\n this.adapter.deregisterInteractionHandler('focus', this.focusHandler);\n this.adapter.deregisterInteractionHandler('blur', this.blurHandler);\n if (this.adapter.isUnbounded()) {\n this.adapter.deregisterResizeHandler(this.resizeHandler);\n }\n };\n MDCRippleFoundation.prototype.deregisterDeactivationHandlers = function () {\n var e_4, _a;\n this.adapter.deregisterInteractionHandler('keyup', this.deactivateHandler);\n try {\n for (var POINTER_DEACTIVATION_EVENT_TYPES_2 = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__values)(POINTER_DEACTIVATION_EVENT_TYPES), POINTER_DEACTIVATION_EVENT_TYPES_2_1 = POINTER_DEACTIVATION_EVENT_TYPES_2.next(); !POINTER_DEACTIVATION_EVENT_TYPES_2_1.done; POINTER_DEACTIVATION_EVENT_TYPES_2_1 = POINTER_DEACTIVATION_EVENT_TYPES_2.next()) {\n var evtType = POINTER_DEACTIVATION_EVENT_TYPES_2_1.value;\n this.adapter.deregisterDocumentInteractionHandler(evtType, this.deactivateHandler);\n }\n }\n catch (e_4_1) { e_4 = { error: e_4_1 }; }\n finally {\n try {\n if (POINTER_DEACTIVATION_EVENT_TYPES_2_1 && !POINTER_DEACTIVATION_EVENT_TYPES_2_1.done && (_a = POINTER_DEACTIVATION_EVENT_TYPES_2.return)) _a.call(POINTER_DEACTIVATION_EVENT_TYPES_2);\n }\n finally { if (e_4) throw e_4.error; }\n }\n };\n MDCRippleFoundation.prototype.removeCssVars = function () {\n var _this = this;\n var rippleStrings = MDCRippleFoundation.strings;\n var keys = Object.keys(rippleStrings);\n keys.forEach(function (key) {\n if (key.indexOf('VAR_') === 0) {\n _this.adapter.updateCssVariable(rippleStrings[key], null);\n }\n });\n };\n MDCRippleFoundation.prototype.activateImpl = function (evt) {\n var _this = this;\n if (this.adapter.isSurfaceDisabled()) {\n return;\n }\n var activationState = this.activationState;\n if (activationState.isActivated) {\n return;\n }\n // Avoid reacting to follow-on events fired by touch device after an already-processed user interaction\n var previousActivationEvent = this.previousActivationEvent;\n var isSameInteraction = previousActivationEvent && evt !== undefined && previousActivationEvent.type !== evt.type;\n if (isSameInteraction) {\n return;\n }\n activationState.isActivated = true;\n activationState.isProgrammatic = evt === undefined;\n activationState.activationEvent = evt;\n activationState.wasActivatedByPointer = activationState.isProgrammatic ? false : evt !== undefined && (evt.type === 'mousedown' || evt.type === 'touchstart' || evt.type === 'pointerdown');\n var hasActivatedChild = evt !== undefined &&\n activatedTargets.length > 0 &&\n activatedTargets.some(function (target) { return _this.adapter.containsEventTarget(target); });\n if (hasActivatedChild) {\n // Immediately reset activation state, while preserving logic that prevents touch follow-on events\n this.resetActivationState();\n return;\n }\n if (evt !== undefined) {\n activatedTargets.push(evt.target);\n this.registerDeactivationHandlers(evt);\n }\n activationState.wasElementMadeActive = this.checkElementMadeActive(evt);\n if (activationState.wasElementMadeActive) {\n this.animateActivation();\n }\n requestAnimationFrame(function () {\n // Reset array on next frame after the current event has had a chance to bubble to prevent ancestor ripples\n activatedTargets = [];\n if (!activationState.wasElementMadeActive\n && evt !== undefined\n && (evt.key === ' ' || evt.keyCode === 32)) {\n // If space was pressed, try again within an rAF call to detect :active, because different UAs report\n // active states inconsistently when they're called within event handling code:\n // - https://bugs.chromium.org/p/chromium/issues/detail?id=635971\n // - https://bugzilla.mozilla.org/show_bug.cgi?id=1293741\n // We try first outside rAF to support Edge, which does not exhibit this problem, but will crash if a CSS\n // variable is set within a rAF callback for a submit button interaction (#2241).\n activationState.wasElementMadeActive = _this.checkElementMadeActive(evt);\n if (activationState.wasElementMadeActive) {\n _this.animateActivation();\n }\n }\n if (!activationState.wasElementMadeActive) {\n // Reset activation state immediately if element was not made active.\n _this.activationState = _this.defaultActivationState();\n }\n });\n };\n MDCRippleFoundation.prototype.checkElementMadeActive = function (evt) {\n return (evt !== undefined && evt.type === 'keydown') ?\n this.adapter.isSurfaceActive() :\n true;\n };\n MDCRippleFoundation.prototype.animateActivation = function () {\n var _this = this;\n var _a = MDCRippleFoundation.strings, VAR_FG_TRANSLATE_START = _a.VAR_FG_TRANSLATE_START, VAR_FG_TRANSLATE_END = _a.VAR_FG_TRANSLATE_END;\n var _b = MDCRippleFoundation.cssClasses, FG_DEACTIVATION = _b.FG_DEACTIVATION, FG_ACTIVATION = _b.FG_ACTIVATION;\n var DEACTIVATION_TIMEOUT_MS = MDCRippleFoundation.numbers.DEACTIVATION_TIMEOUT_MS;\n this.layoutInternal();\n var translateStart = '';\n var translateEnd = '';\n if (!this.adapter.isUnbounded()) {\n var _c = this.getFgTranslationCoordinates(), startPoint = _c.startPoint, endPoint = _c.endPoint;\n translateStart = startPoint.x + \"px, \" + startPoint.y + \"px\";\n translateEnd = endPoint.x + \"px, \" + endPoint.y + \"px\";\n }\n this.adapter.updateCssVariable(VAR_FG_TRANSLATE_START, translateStart);\n this.adapter.updateCssVariable(VAR_FG_TRANSLATE_END, translateEnd);\n // Cancel any ongoing activation/deactivation animations\n clearTimeout(this.activationTimer);\n clearTimeout(this.fgDeactivationRemovalTimer);\n this.rmBoundedActivationClasses();\n this.adapter.removeClass(FG_DEACTIVATION);\n // Force layout in order to re-trigger the animation.\n this.adapter.computeBoundingRect();\n this.adapter.addClass(FG_ACTIVATION);\n this.activationTimer = setTimeout(function () {\n _this.activationTimerCallback();\n }, DEACTIVATION_TIMEOUT_MS);\n };\n MDCRippleFoundation.prototype.getFgTranslationCoordinates = function () {\n var _a = this.activationState, activationEvent = _a.activationEvent, wasActivatedByPointer = _a.wasActivatedByPointer;\n var startPoint;\n if (wasActivatedByPointer) {\n startPoint = (0,_util__WEBPACK_IMPORTED_MODULE_2__.getNormalizedEventCoords)(activationEvent, this.adapter.getWindowPageOffset(), this.adapter.computeBoundingRect());\n }\n else {\n startPoint = {\n x: this.frame.width / 2,\n y: this.frame.height / 2,\n };\n }\n // Center the element around the start point.\n startPoint = {\n x: startPoint.x - (this.initialSize / 2),\n y: startPoint.y - (this.initialSize / 2),\n };\n var endPoint = {\n x: (this.frame.width / 2) - (this.initialSize / 2),\n y: (this.frame.height / 2) - (this.initialSize / 2),\n };\n return { startPoint: startPoint, endPoint: endPoint };\n };\n MDCRippleFoundation.prototype.runDeactivationUXLogicIfReady = function () {\n var _this = this;\n // This method is called both when a pointing device is released, and when the activation animation ends.\n // The deactivation animation should only run after both of those occur.\n var FG_DEACTIVATION = MDCRippleFoundation.cssClasses.FG_DEACTIVATION;\n var _a = this.activationState, hasDeactivationUXRun = _a.hasDeactivationUXRun, isActivated = _a.isActivated;\n var activationHasEnded = hasDeactivationUXRun || !isActivated;\n if (activationHasEnded && this.activationAnimationHasEnded) {\n this.rmBoundedActivationClasses();\n this.adapter.addClass(FG_DEACTIVATION);\n this.fgDeactivationRemovalTimer = setTimeout(function () {\n _this.adapter.removeClass(FG_DEACTIVATION);\n }, _constants__WEBPACK_IMPORTED_MODULE_1__.numbers.FG_DEACTIVATION_MS);\n }\n };\n MDCRippleFoundation.prototype.rmBoundedActivationClasses = function () {\n var FG_ACTIVATION = MDCRippleFoundation.cssClasses.FG_ACTIVATION;\n this.adapter.removeClass(FG_ACTIVATION);\n this.activationAnimationHasEnded = false;\n this.adapter.computeBoundingRect();\n };\n MDCRippleFoundation.prototype.resetActivationState = function () {\n var _this = this;\n this.previousActivationEvent = this.activationState.activationEvent;\n this.activationState = this.defaultActivationState();\n // Touch devices may fire additional events for the same interaction within a short time.\n // Store the previous event until it's safe to assume that subsequent events are for new interactions.\n setTimeout(function () { return _this.previousActivationEvent = undefined; }, MDCRippleFoundation.numbers.TAP_DELAY_MS);\n };\n MDCRippleFoundation.prototype.deactivateImpl = function () {\n var _this = this;\n var activationState = this.activationState;\n // This can happen in scenarios such as when you have a keyup event that blurs the element.\n if (!activationState.isActivated) {\n return;\n }\n var state = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)({}, activationState);\n if (activationState.isProgrammatic) {\n requestAnimationFrame(function () {\n _this.animateDeactivation(state);\n });\n this.resetActivationState();\n }\n else {\n this.deregisterDeactivationHandlers();\n requestAnimationFrame(function () {\n _this.activationState.hasDeactivationUXRun = true;\n _this.animateDeactivation(state);\n _this.resetActivationState();\n });\n }\n };\n MDCRippleFoundation.prototype.animateDeactivation = function (_a) {\n var wasActivatedByPointer = _a.wasActivatedByPointer, wasElementMadeActive = _a.wasElementMadeActive;\n if (wasActivatedByPointer || wasElementMadeActive) {\n this.runDeactivationUXLogicIfReady();\n }\n };\n MDCRippleFoundation.prototype.layoutInternal = function () {\n var _this = this;\n this.frame = this.adapter.computeBoundingRect();\n var maxDim = Math.max(this.frame.height, this.frame.width);\n // Surface diameter is treated differently for unbounded vs. bounded ripples.\n // Unbounded ripple diameter is calculated smaller since the surface is expected to already be padded appropriately\n // to extend the hitbox, and the ripple is expected to meet the edges of the padded hitbox (which is typically\n // square). Bounded ripples, on the other hand, are fully expected to expand beyond the surface's longest diameter\n // (calculated based on the diagonal plus a constant padding), and are clipped at the surface's border via\n // `overflow: hidden`.\n var getBoundedRadius = function () {\n var hypotenuse = Math.sqrt(Math.pow(_this.frame.width, 2) + Math.pow(_this.frame.height, 2));\n return hypotenuse + MDCRippleFoundation.numbers.PADDING;\n };\n this.maxRadius = this.adapter.isUnbounded() ? maxDim : getBoundedRadius();\n // Ripple is sized as a fraction of the largest dimension of the surface, then scales up using a CSS scale transform\n var initialSize = Math.floor(maxDim * MDCRippleFoundation.numbers.INITIAL_ORIGIN_SCALE);\n // Unbounded ripple size should always be even number to equally center align.\n if (this.adapter.isUnbounded() && initialSize % 2 !== 0) {\n this.initialSize = initialSize - 1;\n }\n else {\n this.initialSize = initialSize;\n }\n this.fgScale = \"\" + this.maxRadius / this.initialSize;\n this.updateLayoutCssVars();\n };\n MDCRippleFoundation.prototype.updateLayoutCssVars = function () {\n var _a = MDCRippleFoundation.strings, VAR_FG_SIZE = _a.VAR_FG_SIZE, VAR_LEFT = _a.VAR_LEFT, VAR_TOP = _a.VAR_TOP, VAR_FG_SCALE = _a.VAR_FG_SCALE;\n this.adapter.updateCssVariable(VAR_FG_SIZE, this.initialSize + \"px\");\n this.adapter.updateCssVariable(VAR_FG_SCALE, this.fgScale);\n if (this.adapter.isUnbounded()) {\n this.unboundedCoords = {\n left: Math.round((this.frame.width / 2) - (this.initialSize / 2)),\n top: Math.round((this.frame.height / 2) - (this.initialSize / 2)),\n };\n this.adapter.updateCssVariable(VAR_LEFT, this.unboundedCoords.left + \"px\");\n this.adapter.updateCssVariable(VAR_TOP, this.unboundedCoords.top + \"px\");\n }\n };\n return MDCRippleFoundation;\n}(_material_base_foundation__WEBPACK_IMPORTED_MODULE_3__.MDCFoundation));\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCRippleFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/ripple/foundation.js?"); - -/***/ }), - -/***/ "./node_modules/@material/ripple/util.js": -/*!***********************************************!*\ - !*** ./node_modules/@material/ripple/util.js ***! - \***********************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"supportsCssVariables\": () => (/* binding */ supportsCssVariables),\n/* harmony export */ \"getNormalizedEventCoords\": () => (/* binding */ getNormalizedEventCoords)\n/* harmony export */ });\n/**\n * Stores result from supportsCssVariables to avoid redundant processing to\n * detect CSS custom variable support.\n */\nvar supportsCssVariables_;\nfunction supportsCssVariables(windowObj, forceRefresh) {\n if (forceRefresh === void 0) { forceRefresh = false; }\n var CSS = windowObj.CSS;\n var supportsCssVars = supportsCssVariables_;\n if (typeof supportsCssVariables_ === 'boolean' && !forceRefresh) {\n return supportsCssVariables_;\n }\n var supportsFunctionPresent = CSS && typeof CSS.supports === 'function';\n if (!supportsFunctionPresent) {\n return false;\n }\n var explicitlySupportsCssVars = CSS.supports('--css-vars', 'yes');\n // See: https://bugs.webkit.org/show_bug.cgi?id=154669\n // See: README section on Safari\n var weAreFeatureDetectingSafari10plus = (CSS.supports('(--css-vars: yes)') &&\n CSS.supports('color', '#00000000'));\n supportsCssVars =\n explicitlySupportsCssVars || weAreFeatureDetectingSafari10plus;\n if (!forceRefresh) {\n supportsCssVariables_ = supportsCssVars;\n }\n return supportsCssVars;\n}\nfunction getNormalizedEventCoords(evt, pageOffset, clientRect) {\n if (!evt) {\n return { x: 0, y: 0 };\n }\n var x = pageOffset.x, y = pageOffset.y;\n var documentX = x + clientRect.left;\n var documentY = y + clientRect.top;\n var normalizedX;\n var normalizedY;\n // Determine touch point relative to the ripple container.\n if (evt.type === 'touchstart') {\n var touchEvent = evt;\n normalizedX = touchEvent.changedTouches[0].pageX - documentX;\n normalizedY = touchEvent.changedTouches[0].pageY - documentY;\n }\n else {\n var mouseEvent = evt;\n normalizedX = mouseEvent.pageX - documentX;\n normalizedY = mouseEvent.pageY - documentY;\n }\n return { x: normalizedX, y: normalizedY };\n}\n//# sourceMappingURL=util.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/ripple/util.js?"); - -/***/ }), - -/***/ "./node_modules/@material/top-app-bar/component.js": -/*!*********************************************************!*\ - !*** ./node_modules/@material/top-app-bar/component.js ***! - \*********************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCTopAppBar\": () => (/* binding */ MDCTopAppBar)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _material_base_component__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! @material/base/component */ \"./node_modules/@material/base/component.js\");\n/* harmony import */ var _material_ripple_component__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! @material/ripple/component */ \"./node_modules/@material/ripple/component.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./constants */ \"./node_modules/@material/top-app-bar/constants.js\");\n/* harmony import */ var _fixed_foundation__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./fixed/foundation */ \"./node_modules/@material/top-app-bar/fixed/foundation.js\");\n/* harmony import */ var _short_foundation__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./short/foundation */ \"./node_modules/@material/top-app-bar/short/foundation.js\");\n/* harmony import */ var _standard_foundation__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./standard/foundation */ \"./node_modules/@material/top-app-bar/standard/foundation.js\");\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\n\n\n\n\nvar MDCTopAppBar = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCTopAppBar, _super);\n function MDCTopAppBar() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n MDCTopAppBar.attachTo = function (root) {\n return new MDCTopAppBar(root);\n };\n MDCTopAppBar.prototype.initialize = function (rippleFactory) {\n if (rippleFactory === void 0) { rippleFactory = function (el) { return _material_ripple_component__WEBPACK_IMPORTED_MODULE_1__.MDCRipple.attachTo(el); }; }\n this.navIcon = this.root.querySelector(_constants__WEBPACK_IMPORTED_MODULE_2__.strings.NAVIGATION_ICON_SELECTOR);\n // Get all icons in the toolbar and instantiate the ripples\n var icons = [].slice.call(this.root.querySelectorAll(_constants__WEBPACK_IMPORTED_MODULE_2__.strings.ACTION_ITEM_SELECTOR));\n if (this.navIcon) {\n icons.push(this.navIcon);\n }\n this.iconRipples = icons.map(function (icon) {\n var ripple = rippleFactory(icon);\n ripple.unbounded = true;\n return ripple;\n });\n this.scrollTarget = window;\n };\n MDCTopAppBar.prototype.initialSyncWithDOM = function () {\n this.handleNavigationClick =\n this.foundation.handleNavigationClick.bind(this.foundation);\n this.handleWindowResize =\n this.foundation.handleWindowResize.bind(this.foundation);\n this.handleTargetScroll =\n this.foundation.handleTargetScroll.bind(this.foundation);\n this.scrollTarget.addEventListener('scroll', this.handleTargetScroll);\n if (this.navIcon) {\n this.navIcon.addEventListener('click', this.handleNavigationClick);\n }\n var isFixed = this.root.classList.contains(_constants__WEBPACK_IMPORTED_MODULE_2__.cssClasses.FIXED_CLASS);\n var isShort = this.root.classList.contains(_constants__WEBPACK_IMPORTED_MODULE_2__.cssClasses.SHORT_CLASS);\n if (!isShort && !isFixed) {\n window.addEventListener('resize', this.handleWindowResize);\n }\n };\n MDCTopAppBar.prototype.destroy = function () {\n var e_1, _a;\n try {\n for (var _b = (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__values)(this.iconRipples), _c = _b.next(); !_c.done; _c = _b.next()) {\n var iconRipple = _c.value;\n iconRipple.destroy();\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (_c && !_c.done && (_a = _b.return)) _a.call(_b);\n }\n finally { if (e_1) throw e_1.error; }\n }\n this.scrollTarget.removeEventListener('scroll', this.handleTargetScroll);\n if (this.navIcon) {\n this.navIcon.removeEventListener('click', this.handleNavigationClick);\n }\n var isFixed = this.root.classList.contains(_constants__WEBPACK_IMPORTED_MODULE_2__.cssClasses.FIXED_CLASS);\n var isShort = this.root.classList.contains(_constants__WEBPACK_IMPORTED_MODULE_2__.cssClasses.SHORT_CLASS);\n if (!isShort && !isFixed) {\n window.removeEventListener('resize', this.handleWindowResize);\n }\n _super.prototype.destroy.call(this);\n };\n MDCTopAppBar.prototype.setScrollTarget = function (target) {\n // Remove scroll handler from the previous scroll target\n this.scrollTarget.removeEventListener('scroll', this.handleTargetScroll);\n this.scrollTarget = target;\n // Initialize scroll handler on the new scroll target\n this.handleTargetScroll =\n this.foundation.handleTargetScroll.bind(this.foundation);\n this.scrollTarget.addEventListener('scroll', this.handleTargetScroll);\n };\n MDCTopAppBar.prototype.getDefaultFoundation = function () {\n var _this = this;\n // DO NOT INLINE this variable. For backward compatibility, foundations take a Partial.\n // To ensure we don't accidentally omit any methods, we need a separate, strongly typed adapter variable.\n // tslint:disable:object-literal-sort-keys Methods should be in the same order as the adapter interface.\n var adapter = {\n hasClass: function (className) { return _this.root.classList.contains(className); },\n addClass: function (className) { return _this.root.classList.add(className); },\n removeClass: function (className) { return _this.root.classList.remove(className); },\n setStyle: function (property, value) {\n return _this.root.style.setProperty(property, value);\n },\n getTopAppBarHeight: function () { return _this.root.clientHeight; },\n notifyNavigationIconClicked: function () {\n return _this.emit(_constants__WEBPACK_IMPORTED_MODULE_2__.strings.NAVIGATION_EVENT, {});\n },\n getViewportScrollY: function () {\n var win = _this.scrollTarget;\n var el = _this.scrollTarget;\n return win.pageYOffset !== undefined ? win.pageYOffset : el.scrollTop;\n },\n getTotalActionItems: function () {\n return _this.root.querySelectorAll(_constants__WEBPACK_IMPORTED_MODULE_2__.strings.ACTION_ITEM_SELECTOR).length;\n },\n };\n // tslint:enable:object-literal-sort-keys\n var foundation;\n if (this.root.classList.contains(_constants__WEBPACK_IMPORTED_MODULE_2__.cssClasses.SHORT_CLASS)) {\n foundation = new _short_foundation__WEBPACK_IMPORTED_MODULE_3__.MDCShortTopAppBarFoundation(adapter);\n }\n else if (this.root.classList.contains(_constants__WEBPACK_IMPORTED_MODULE_2__.cssClasses.FIXED_CLASS)) {\n foundation = new _fixed_foundation__WEBPACK_IMPORTED_MODULE_4__.MDCFixedTopAppBarFoundation(adapter);\n }\n else {\n foundation = new _standard_foundation__WEBPACK_IMPORTED_MODULE_5__.MDCTopAppBarFoundation(adapter);\n }\n return foundation;\n };\n return MDCTopAppBar;\n}(_material_base_component__WEBPACK_IMPORTED_MODULE_6__.MDCComponent));\n\n//# sourceMappingURL=component.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/top-app-bar/component.js?"); - -/***/ }), - -/***/ "./node_modules/@material/top-app-bar/constants.js": -/*!*********************************************************!*\ - !*** ./node_modules/@material/top-app-bar/constants.js ***! - \*********************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"cssClasses\": () => (/* binding */ cssClasses),\n/* harmony export */ \"numbers\": () => (/* binding */ numbers),\n/* harmony export */ \"strings\": () => (/* binding */ strings)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\nvar cssClasses = {\n FIXED_CLASS: 'mdc-top-app-bar--fixed',\n FIXED_SCROLLED_CLASS: 'mdc-top-app-bar--fixed-scrolled',\n SHORT_CLASS: 'mdc-top-app-bar--short',\n SHORT_COLLAPSED_CLASS: 'mdc-top-app-bar--short-collapsed',\n SHORT_HAS_ACTION_ITEM_CLASS: 'mdc-top-app-bar--short-has-action-item',\n};\nvar numbers = {\n DEBOUNCE_THROTTLE_RESIZE_TIME_MS: 100,\n MAX_TOP_APP_BAR_HEIGHT: 128,\n};\nvar strings = {\n ACTION_ITEM_SELECTOR: '.mdc-top-app-bar__action-item',\n NAVIGATION_EVENT: 'MDCTopAppBar:nav',\n NAVIGATION_ICON_SELECTOR: '.mdc-top-app-bar__navigation-icon',\n ROOT_SELECTOR: '.mdc-top-app-bar',\n TITLE_SELECTOR: '.mdc-top-app-bar__title',\n};\n\n//# sourceMappingURL=constants.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/top-app-bar/constants.js?"); - -/***/ }), - -/***/ "./node_modules/@material/top-app-bar/fixed/foundation.js": -/*!****************************************************************!*\ - !*** ./node_modules/@material/top-app-bar/fixed/foundation.js ***! - \****************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCFixedTopAppBarFoundation\": () => (/* binding */ MDCFixedTopAppBarFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../constants */ \"./node_modules/@material/top-app-bar/constants.js\");\n/* harmony import */ var _standard_foundation__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../standard/foundation */ \"./node_modules/@material/top-app-bar/standard/foundation.js\");\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\nvar MDCFixedTopAppBarFoundation = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCFixedTopAppBarFoundation, _super);\n function MDCFixedTopAppBarFoundation() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /**\n * State variable for the previous scroll iteration top app bar state\n */\n _this.wasScrolled = false;\n return _this;\n }\n /**\n * Scroll handler for applying/removing the modifier class on the fixed top app bar.\n * @override\n */\n MDCFixedTopAppBarFoundation.prototype.handleTargetScroll = function () {\n var currentScroll = this.adapter.getViewportScrollY();\n if (currentScroll <= 0) {\n if (this.wasScrolled) {\n this.adapter.removeClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.FIXED_SCROLLED_CLASS);\n this.wasScrolled = false;\n }\n }\n else {\n if (!this.wasScrolled) {\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.FIXED_SCROLLED_CLASS);\n this.wasScrolled = true;\n }\n }\n };\n return MDCFixedTopAppBarFoundation;\n}(_standard_foundation__WEBPACK_IMPORTED_MODULE_2__.MDCTopAppBarFoundation));\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCFixedTopAppBarFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/top-app-bar/fixed/foundation.js?"); - -/***/ }), - -/***/ "./node_modules/@material/top-app-bar/foundation.js": -/*!**********************************************************!*\ - !*** ./node_modules/@material/top-app-bar/foundation.js ***! - \**********************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCTopAppBarBaseFoundation\": () => (/* binding */ MDCTopAppBarBaseFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _material_base_foundation__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! @material/base/foundation */ \"./node_modules/@material/base/foundation.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./constants */ \"./node_modules/@material/top-app-bar/constants.js\");\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\nvar MDCTopAppBarBaseFoundation = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCTopAppBarBaseFoundation, _super);\n /* istanbul ignore next: optional argument is not a branch statement */\n function MDCTopAppBarBaseFoundation(adapter) {\n return _super.call(this, (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)((0,tslib__WEBPACK_IMPORTED_MODULE_0__.__assign)({}, MDCTopAppBarBaseFoundation.defaultAdapter), adapter)) || this;\n }\n Object.defineProperty(MDCTopAppBarBaseFoundation, \"strings\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.strings;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCTopAppBarBaseFoundation, \"cssClasses\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCTopAppBarBaseFoundation, \"numbers\", {\n get: function () {\n return _constants__WEBPACK_IMPORTED_MODULE_1__.numbers;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MDCTopAppBarBaseFoundation, \"defaultAdapter\", {\n /**\n * See {@link MDCTopAppBarAdapter} for typing information on parameters and return types.\n */\n get: function () {\n // tslint:disable:object-literal-sort-keys Methods should be in the same order as the adapter interface.\n return {\n addClass: function () { return undefined; },\n removeClass: function () { return undefined; },\n hasClass: function () { return false; },\n setStyle: function () { return undefined; },\n getTopAppBarHeight: function () { return 0; },\n notifyNavigationIconClicked: function () { return undefined; },\n getViewportScrollY: function () { return 0; },\n getTotalActionItems: function () { return 0; },\n };\n // tslint:enable:object-literal-sort-keys\n },\n enumerable: false,\n configurable: true\n });\n /** Other variants of TopAppBar foundation overrides this method */\n MDCTopAppBarBaseFoundation.prototype.handleTargetScroll = function () { }; // tslint:disable-line:no-empty\n /** Other variants of TopAppBar foundation overrides this method */\n MDCTopAppBarBaseFoundation.prototype.handleWindowResize = function () { }; // tslint:disable-line:no-empty\n MDCTopAppBarBaseFoundation.prototype.handleNavigationClick = function () {\n this.adapter.notifyNavigationIconClicked();\n };\n return MDCTopAppBarBaseFoundation;\n}(_material_base_foundation__WEBPACK_IMPORTED_MODULE_2__.MDCFoundation));\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCTopAppBarBaseFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/top-app-bar/foundation.js?"); - -/***/ }), - -/***/ "./node_modules/@material/top-app-bar/short/foundation.js": -/*!****************************************************************!*\ - !*** ./node_modules/@material/top-app-bar/short/foundation.js ***! - \****************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCShortTopAppBarFoundation\": () => (/* binding */ MDCShortTopAppBarFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../constants */ \"./node_modules/@material/top-app-bar/constants.js\");\n/* harmony import */ var _foundation__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../foundation */ \"./node_modules/@material/top-app-bar/foundation.js\");\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\nvar MDCShortTopAppBarFoundation = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCShortTopAppBarFoundation, _super);\n /* istanbul ignore next: optional argument is not a branch statement */\n function MDCShortTopAppBarFoundation(adapter) {\n var _this = _super.call(this, adapter) || this;\n _this.collapsed = false;\n _this.isAlwaysCollapsed = false;\n return _this;\n }\n Object.defineProperty(MDCShortTopAppBarFoundation.prototype, \"isCollapsed\", {\n // Public visibility for backward compatibility.\n get: function () {\n return this.collapsed;\n },\n enumerable: false,\n configurable: true\n });\n MDCShortTopAppBarFoundation.prototype.init = function () {\n _super.prototype.init.call(this);\n if (this.adapter.getTotalActionItems() > 0) {\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.SHORT_HAS_ACTION_ITEM_CLASS);\n }\n // If initialized with SHORT_COLLAPSED_CLASS, the bar should always be collapsed\n this.setAlwaysCollapsed(this.adapter.hasClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.SHORT_COLLAPSED_CLASS));\n };\n /**\n * Set if the short top app bar should always be collapsed.\n *\n * @param value When `true`, bar will always be collapsed. When `false`, bar may collapse or expand based on scroll.\n */\n MDCShortTopAppBarFoundation.prototype.setAlwaysCollapsed = function (value) {\n this.isAlwaysCollapsed = !!value;\n if (this.isAlwaysCollapsed) {\n this.collapse();\n }\n else {\n // let maybeCollapseBar determine if the bar should be collapsed\n this.maybeCollapseBar();\n }\n };\n MDCShortTopAppBarFoundation.prototype.getAlwaysCollapsed = function () {\n return this.isAlwaysCollapsed;\n };\n /**\n * Scroll handler for applying/removing the collapsed modifier class on the short top app bar.\n * @override\n */\n MDCShortTopAppBarFoundation.prototype.handleTargetScroll = function () {\n this.maybeCollapseBar();\n };\n MDCShortTopAppBarFoundation.prototype.maybeCollapseBar = function () {\n if (this.isAlwaysCollapsed) {\n return;\n }\n var currentScroll = this.adapter.getViewportScrollY();\n if (currentScroll <= 0) {\n if (this.collapsed) {\n this.uncollapse();\n }\n }\n else {\n if (!this.collapsed) {\n this.collapse();\n }\n }\n };\n MDCShortTopAppBarFoundation.prototype.uncollapse = function () {\n this.adapter.removeClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.SHORT_COLLAPSED_CLASS);\n this.collapsed = false;\n };\n MDCShortTopAppBarFoundation.prototype.collapse = function () {\n this.adapter.addClass(_constants__WEBPACK_IMPORTED_MODULE_1__.cssClasses.SHORT_COLLAPSED_CLASS);\n this.collapsed = true;\n };\n return MDCShortTopAppBarFoundation;\n}(_foundation__WEBPACK_IMPORTED_MODULE_2__.MDCTopAppBarBaseFoundation));\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCShortTopAppBarFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/top-app-bar/short/foundation.js?"); - -/***/ }), - -/***/ "./node_modules/@material/top-app-bar/standard/foundation.js": -/*!*******************************************************************!*\ - !*** ./node_modules/@material/top-app-bar/standard/foundation.js ***! - \*******************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MDCTopAppBarFoundation\": () => (/* binding */ MDCTopAppBarFoundation),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ \"./node_modules/tslib/tslib.es6.js\");\n/* harmony import */ var _constants__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../constants */ \"./node_modules/@material/top-app-bar/constants.js\");\n/* harmony import */ var _foundation__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../foundation */ \"./node_modules/@material/top-app-bar/foundation.js\");\n/**\n * @license\n * Copyright 2018 Google Inc.\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n\n\n\nvar INITIAL_VALUE = 0;\nvar MDCTopAppBarFoundation = /** @class */ (function (_super) {\n (0,tslib__WEBPACK_IMPORTED_MODULE_0__.__extends)(MDCTopAppBarFoundation, _super);\n /* istanbul ignore next: optional argument is not a branch statement */\n function MDCTopAppBarFoundation(adapter) {\n var _this = _super.call(this, adapter) || this;\n /**\n * Indicates if the top app bar was docked in the previous scroll handler iteration.\n */\n _this.wasDocked = true;\n /**\n * Indicates if the top app bar is docked in the fully shown position.\n */\n _this.isDockedShowing = true;\n /**\n * Variable for current scroll position of the top app bar\n */\n _this.currentAppBarOffsetTop = 0;\n /**\n * Used to prevent the top app bar from being scrolled out of view during resize events\n */\n _this.isCurrentlyBeingResized = false;\n /**\n * The timeout that's used to throttle the resize events\n */\n _this.resizeThrottleId = INITIAL_VALUE;\n /**\n * The timeout that's used to debounce toggling the isCurrentlyBeingResized\n * variable after a resize\n */\n _this.resizeDebounceId = INITIAL_VALUE;\n _this.lastScrollPosition = _this.adapter.getViewportScrollY();\n _this.topAppBarHeight = _this.adapter.getTopAppBarHeight();\n return _this;\n }\n MDCTopAppBarFoundation.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.adapter.setStyle('top', '');\n };\n /**\n * Scroll handler for the default scroll behavior of the top app bar.\n * @override\n */\n MDCTopAppBarFoundation.prototype.handleTargetScroll = function () {\n var currentScrollPosition = Math.max(this.adapter.getViewportScrollY(), 0);\n var diff = currentScrollPosition - this.lastScrollPosition;\n this.lastScrollPosition = currentScrollPosition;\n // If the window is being resized the lastScrollPosition needs to be updated\n // but the current scroll of the top app bar should stay in the same\n // position.\n if (!this.isCurrentlyBeingResized) {\n this.currentAppBarOffsetTop -= diff;\n if (this.currentAppBarOffsetTop > 0) {\n this.currentAppBarOffsetTop = 0;\n }\n else if (Math.abs(this.currentAppBarOffsetTop) > this.topAppBarHeight) {\n this.currentAppBarOffsetTop = -this.topAppBarHeight;\n }\n this.moveTopAppBar();\n }\n };\n /**\n * Top app bar resize handler that throttle/debounce functions that execute updates.\n * @override\n */\n MDCTopAppBarFoundation.prototype.handleWindowResize = function () {\n var _this = this;\n // Throttle resize events 10 p/s\n if (!this.resizeThrottleId) {\n this.resizeThrottleId = setTimeout(function () {\n _this.resizeThrottleId = INITIAL_VALUE;\n _this.throttledResizeHandler();\n }, _constants__WEBPACK_IMPORTED_MODULE_1__.numbers.DEBOUNCE_THROTTLE_RESIZE_TIME_MS);\n }\n this.isCurrentlyBeingResized = true;\n if (this.resizeDebounceId) {\n clearTimeout(this.resizeDebounceId);\n }\n this.resizeDebounceId = setTimeout(function () {\n _this.handleTargetScroll();\n _this.isCurrentlyBeingResized = false;\n _this.resizeDebounceId = INITIAL_VALUE;\n }, _constants__WEBPACK_IMPORTED_MODULE_1__.numbers.DEBOUNCE_THROTTLE_RESIZE_TIME_MS);\n };\n /**\n * Function to determine if the DOM needs to update.\n */\n MDCTopAppBarFoundation.prototype.checkForUpdate = function () {\n var offscreenBoundaryTop = -this.topAppBarHeight;\n var hasAnyPixelsOffscreen = this.currentAppBarOffsetTop < 0;\n var hasAnyPixelsOnscreen = this.currentAppBarOffsetTop > offscreenBoundaryTop;\n var partiallyShowing = hasAnyPixelsOffscreen && hasAnyPixelsOnscreen;\n // If it's partially showing, it can't be docked.\n if (partiallyShowing) {\n this.wasDocked = false;\n }\n else {\n // Not previously docked and not partially showing, it's now docked.\n if (!this.wasDocked) {\n this.wasDocked = true;\n return true;\n }\n else if (this.isDockedShowing !== hasAnyPixelsOnscreen) {\n this.isDockedShowing = hasAnyPixelsOnscreen;\n return true;\n }\n }\n return partiallyShowing;\n };\n /**\n * Function to move the top app bar if needed.\n */\n MDCTopAppBarFoundation.prototype.moveTopAppBar = function () {\n if (this.checkForUpdate()) {\n // Once the top app bar is fully hidden we use the max potential top app bar height as our offset\n // so the top app bar doesn't show if the window resizes and the new height > the old height.\n var offset = this.currentAppBarOffsetTop;\n if (Math.abs(offset) >= this.topAppBarHeight) {\n offset = -_constants__WEBPACK_IMPORTED_MODULE_1__.numbers.MAX_TOP_APP_BAR_HEIGHT;\n }\n this.adapter.setStyle('top', offset + 'px');\n }\n };\n /**\n * Throttled function that updates the top app bar scrolled values if the\n * top app bar height changes.\n */\n MDCTopAppBarFoundation.prototype.throttledResizeHandler = function () {\n var currentHeight = this.adapter.getTopAppBarHeight();\n if (this.topAppBarHeight !== currentHeight) {\n this.wasDocked = false;\n // Since the top app bar has a different height depending on the screen width, this\n // will ensure that the top app bar remains in the correct location if\n // completely hidden and a resize makes the top app bar a different height.\n this.currentAppBarOffsetTop -= this.topAppBarHeight - currentHeight;\n this.topAppBarHeight = currentHeight;\n }\n this.handleTargetScroll();\n };\n return MDCTopAppBarFoundation;\n}(_foundation__WEBPACK_IMPORTED_MODULE_2__.MDCTopAppBarBaseFoundation));\n\n// tslint:disable-next-line:no-default-export Needed for backward compatibility with MDC Web v0.44.0 and earlier.\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (MDCTopAppBarFoundation);\n//# sourceMappingURL=foundation.js.map\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/@material/top-app-bar/standard/foundation.js?"); - -/***/ }), - /***/ "./node_modules/fabric/dist/fabric.js": /*!********************************************!*\ !*** ./node_modules/fabric/dist/fabric.js ***! \********************************************/ /***/ ((__unused_webpack_module, exports, __webpack_require__) => { -eval("/* build: `node build.js modules=ALL exclude=gestures,accessors,erasing requirejs minifier=uglifyjs` */\n/*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */\n\nvar fabric = fabric || { version: '4.6.0' };\nif (true) {\n exports.fabric = fabric;\n}\n/* _AMD_START_ */\nelse {}\n/* _AMD_END_ */\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n if (document instanceof (typeof HTMLDocument !== 'undefined' ? HTMLDocument : Document)) {\n fabric.document = document;\n }\n else {\n fabric.document = document.implementation.createHTMLDocument('');\n }\n fabric.window = window;\n}\nelse {\n // assume we're running under node.js when document/window are not present\n var jsdom = __webpack_require__(/*! jsdom */ \"?7b10\");\n var virtualWindow = new jsdom.JSDOM(\n decodeURIComponent('%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E'),\n {\n features: {\n FetchExternalResources: ['img']\n },\n resources: 'usable'\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = (__webpack_require__(/*! jsdom/lib/jsdom/living/generated/utils */ \"?6799\").implForWrapper);\n fabric.nodeCanvas = (__webpack_require__(/*! jsdom/lib/jsdom/utils */ \"?9748\").Canvas);\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n\n/**\n * True when in environment that supports touch events\n * @type boolean\n */\nfabric.isTouchSupported = 'ontouchstart' in fabric.window || 'ontouchstart' in fabric.document ||\n (fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);\n\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */\nfabric.isLikelyNode = typeof Buffer !== 'undefined' &&\n typeof window === 'undefined';\n\n/* _FROM_SVG_START_ */\n/**\n * Attributes parsed from all SVG elements\n * @type array\n */\nfabric.SHARED_ATTRIBUTES = [\n 'display',\n 'transform',\n 'fill', 'fill-opacity', 'fill-rule',\n 'opacity',\n 'stroke', 'stroke-dasharray', 'stroke-linecap', 'stroke-dashoffset',\n 'stroke-linejoin', 'stroke-miterlimit',\n 'stroke-opacity', 'stroke-width',\n 'id', 'paint-order', 'vector-effect',\n 'instantiated_by_use', 'clip-path',\n];\n/* _FROM_SVG_END_ */\n\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */\nfabric.DPI = 96;\nfabric.reNum = '(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)';\nfabric.commaWsp = '(?:\\\\s+,?\\\\s*|,\\\\s*)';\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = { };\nfabric.iMatrix = [1, 0, 0, 1, 0, 0];\nfabric.svgNS = 'http://www.w3.org/2000/svg';\n\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.perfLimitSizeTotal = 2097152;\n\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.maxCacheSideLimit = 4096;\n\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.minCacheSideLimit = 256;\n\n/**\n * Cache Object for widths of chars in text rendering.\n */\nfabric.charWidthsCache = { };\n\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */\nfabric.textureSize = 2048;\n\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */\nfabric.disableStyleCopyPaste = false;\n\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */\nfabric.enableGLFiltering = true;\n\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */\nfabric.devicePixelRatio = fabric.window.devicePixelRatio ||\n fabric.window.webkitDevicePixelRatio ||\n fabric.window.mozDevicePixelRatio ||\n 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */\nfabric.browserShadowBlurConstant = 1;\n\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.arcToSegmentsCache = { };\n\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.boundsOfCurveCache = { };\n\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */\nfabric.cachesBoundsOfCurve = true;\n\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */\nfabric.forceGLPutImageData = false;\n\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log('max texture size: ' + fabric.maxTextureSize);\n return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));\n }\n else if (fabric.Canvas2dFilterBackend) {\n return (new fabric.Canvas2dFilterBackend());\n }\n};\n\n\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n // ensure globality even if entire library were function wrapped (as in Meteor.js packaging system)\n window.fabric = fabric;\n}\n\n\n(function() {\n\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */\n function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n }\n else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */\n function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = { };\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n this.on(prop, eventName[prop]);\n }\n }\n else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n\n function _once(eventName, handler) {\n var _handler = function () {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }.bind(this);\n this.on(eventName, _handler);\n }\n\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n _once.call(this, prop, eventName[prop]);\n }\n }\n else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */\n function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for (eventName in this.__eventListeners) {\n _removeEventListener.call(this, eventName);\n }\n }\n // one object with key/value pairs was passed\n else if (arguments.length === 1 && typeof arguments[0] === 'object') {\n for (var prop in eventName) {\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n }\n else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */\n function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n\n for (var i = 0, len = listenersForEvent.length; i < len; i++) {\n listenersForEvent[i] && listenersForEvent[i].call(this, options || { });\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */\n fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off,\n };\n})();\n\n\n/**\n * @namespace fabric.Collection\n */\nfabric.Collection = {\n\n _objects: [],\n\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n add: function () {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for (var i = 0, length = arguments.length; i < length; i++) {\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */\n insertAt: function (object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n }\n else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n remove: function() {\n var objects = this._objects,\n index, somethingRemoved = false;\n\n for (var i = 0, length = arguments.length; i < length; i++) {\n index = objects.indexOf(arguments[i]);\n\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */\n forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for (var i = 0, len = objects.length; i < len; i++) {\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */\n getObjects: function(type) {\n if (typeof type === 'undefined') {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */\n item: function (index) {\n return this._objects[index];\n },\n\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */\n isEmpty: function () {\n return this._objects.length === 0;\n },\n\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */\n size: function() {\n return this._objects.length;\n },\n\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */\n contains: function (object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n }\n else if (deep) {\n return this._objects.some(function (obj) {\n return typeof obj.contains === 'function' && obj.contains(object, true);\n });\n }\n return false;\n },\n\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */\n complexity: function () {\n return this._objects.reduce(function (memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n\n\n/**\n * @namespace fabric.CommonMethods\n */\nfabric.CommonMethods = {\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n _setOptions: function(options) {\n for (var prop in options) {\n this.set(prop, options[prop]);\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */\n _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */\n _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n */\n _setObject: function(obj) {\n for (var prop in obj) {\n this._set(prop, obj[prop]);\n }\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n if (typeof key === 'object') {\n this._setObject(key);\n }\n else {\n this._set(key, value);\n }\n return this;\n },\n\n _set: function(key, value) {\n this[key] = value;\n },\n\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */\n toggle: function(property) {\n var value = this.get(property);\n if (typeof value === 'boolean') {\n this.set(property, !value);\n }\n return this;\n },\n\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */\n get: function(property) {\n return this[property];\n }\n};\n\n\n(function(global) {\n\n var sqrt = Math.sqrt,\n atan2 = Math.atan2,\n pow = Math.pow,\n PiBy180 = Math.PI / 180,\n PiBy2 = Math.PI / 2;\n\n /**\n * @namespace fabric.util\n */\n fabric.util = {\n\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n cos: function(angle) {\n if (angle === 0) { return 1; }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch (angleSlice) {\n case 1: case 3: return 0;\n case 2: return -1;\n }\n return Math.cos(angle);\n },\n\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n sin: function(angle) {\n if (angle === 0) { return 0; }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch (angleSlice) {\n case 1: return sign;\n case 2: return 0;\n case 3: return -sign;\n }\n return Math.sin(angle);\n },\n\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */\n removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */\n getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */\n degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */\n radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */\n rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y),\n v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */\n rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians),\n cos = fabric.util.cos(radians),\n rx = vector.x * cos - vector.y * sin,\n ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */\n transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y,\n t[1] * p.x + t[3] * p.y\n );\n }\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y + t[4],\n t[1] * p.x + t[3] * p.y + t[5]\n );\n },\n\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */\n makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for (var i = 0; i < points.length; i++) {\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],\n minX = fabric.util.array.min(xPoints),\n maxX = fabric.util.array.max(xPoints),\n width = maxX - minX,\n yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],\n minY = fabric.util.array.min(yPoints),\n maxY = fabric.util.array.max(yPoints),\n height = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */\n invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]),\n r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],\n o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */\n toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */\n parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value),\n number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch (unit[0]) {\n case 'mm':\n return number * fabric.DPI / 25.4;\n\n case 'cm':\n return number * fabric.DPI / 2.54;\n\n case 'in':\n return number * fabric.DPI;\n\n case 'pt':\n return number * fabric.DPI / 72; // or * 4 / 3\n\n case 'pc':\n return number * fabric.DPI / 72 * 12; // or * 16\n\n case 'em':\n return number * fontSize;\n\n default:\n return number;\n }\n },\n\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */\n falseFunction: function() {\n return false;\n },\n\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */\n getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */\n getSvgAttributes: function(type) {\n var attributes = [\n 'instantiated_by_use',\n 'style',\n 'id',\n 'class'\n ];\n switch (type) {\n case 'linearGradient':\n attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);\n break;\n case 'radialGradient':\n attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);\n break;\n case 'stop':\n attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);\n break;\n }\n return attributes;\n },\n\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */\n resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n\n var parts = namespace.split('.'),\n len = parts.length, i,\n obj = global || fabric.window;\n\n for (i = 0; i < len; ++i) {\n obj = obj[parts[i]];\n }\n\n return obj;\n },\n\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */\n loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n\n var img = fabric.util.createImage();\n\n /** @ignore */\n var onLoadCallback = function () {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n\n img.onload = onLoadCallback;\n /** @ignore */\n img.onerror = function() {\n fabric.log('Error loading ' + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf('data') !== 0 &&\n crossOrigin !== undefined &&\n crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0,14) === 'data:image/svg') {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n\n img.src = url;\n },\n\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */\n loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement('div');\n div.style.width = div.style.height = '1px';\n div.style.left = div.style.top = '-100%';\n div.style.position = 'absolute';\n div.appendChild(img);\n fabric.document.querySelector('body').appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */\n img.onload = function () {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */\n enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n\n var enlivenedObjects = [],\n numLoadedObjects = 0,\n numTotalObjects = objects.length;\n\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n\n objects.forEach(function (o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function (obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */\n enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n\n var enlivenedPatterns = [],\n numLoadedPatterns = 0,\n numPatterns = patterns.length;\n\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n\n patterns.forEach(function (p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n }\n else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */\n groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n }\n else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== 'undefined') {\n object.sourcePath = path;\n }\n return object;\n },\n\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */\n populateWithProperties: function(source, destination, properties) {\n if (properties && Object.prototype.toString.call(properties) === '[object Array]') {\n for (var i = 0, len = properties.length; i < len; i++) {\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n\n /**\n * WARNING: THIS WAS TO SUPPORT OLD BROWSERS. deprecated.\n * WILL BE REMOVED IN FABRIC 5.0\n * Draws a dashed line between two points\n *\n * This method is used to draw dashed line around selection area.\n * See dotted stroke in canvas\n *\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x start x coordinate\n * @param {Number} y start y coordinate\n * @param {Number} x2 end x coordinate\n * @param {Number} y2 end y coordinate\n * @param {Array} da dash array pattern\n * @deprecated\n */\n drawDashedLine: function(ctx, x, y, x2, y2, da) {\n var dx = x2 - x,\n dy = y2 - y,\n len = sqrt(dx * dx + dy * dy),\n rot = atan2(dy, dx),\n dc = da.length,\n di = 0,\n draw = true;\n\n ctx.save();\n ctx.translate(x, y);\n ctx.moveTo(0, 0);\n ctx.rotate(rot);\n\n x = 0;\n while (len > x) {\n x += da[di++ % dc];\n if (x > len) {\n x = len;\n }\n ctx[draw ? 'lineTo' : 'moveTo'](x, 0);\n draw = !draw;\n }\n\n ctx.restore();\n },\n\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n createCanvasElement: function() {\n return fabric.document.createElement('canvas');\n },\n\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext('2d').drawImage(canvas, 0, 0);\n return newCanvas;\n },\n\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */\n toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL('image/' + format, quality);\n },\n\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */\n createImage: function() {\n return fabric.document.createElement('img');\n },\n\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */\n multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */\n qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]),\n denom = pow(a[0], 2) + pow(a[1], 2),\n scaleX = sqrt(denom),\n scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX,\n skewX = atan2(a[0] * a[2] + a[1] * a [3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */\n calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle),\n cos = fabric.util.cos(theta),\n sin = fabric.util.sin(theta);\n return [cos, sin, -sin, cos, 0, 0];\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @return {Number[]} transform matrix\n */\n calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === 'undefined' ? 1 : options.scaleX,\n scaleY = typeof options.scaleY === 'undefined' ? 1 : options.scaleY,\n scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0],\n multiply = fabric.util.multiplyTransformMatrices,\n degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, 0, Math.tan(degreesToRadians(options.skewX)), 1],\n true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, Math.tan(degreesToRadians(options.skewY)), 0, 1],\n true);\n }\n return scaleMatrix;\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */\n composeMatrix: function(options) {\n var matrix = [1, 0, 0, 1, options.translateX || 0, options.translateY || 0],\n multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 ||\n options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */\n resetObjectTransform: function (target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */\n saveObjectTransform: function (target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */\n isTransparent: function(ctx, x, y, tolerance) {\n\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n }\n else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n }\n else {\n y = 0;\n }\n }\n\n var _isTransparent = true, i, temp,\n imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),\n l = imageData.data.length;\n\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for (i = 3; i < l; i += 4) {\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n\n imageData = null;\n\n return _isTransparent;\n },\n\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */\n parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',\n aspectRatioAttrs = attribute.split(' '), align;\n\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {\n align = meetOrSlice;\n meetOrSlice = 'meet';\n }\n else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== 'none' ? align.slice(1, 4) : 'none';\n alignY = align !== 'none' ? align.slice(5, 8) : 'none';\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */\n clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || '').toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = { };\n }\n else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */\n limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar),\n perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return { x: Math.floor(roughWidth), y: perfLimitSizeY };\n },\n\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */\n findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */\n findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */\n matrixToSVG: function(transform) {\n return 'matrix(' + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(' ') + ')';\n },\n\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform),\n finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(\n object,\n fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix())\n );\n },\n\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform),\n center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set('scaleX', options.scaleX);\n object.set('scaleY', options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */\n sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2,\n points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }],\n transformMatrix = fabric.util.calcDimensionsMatrix(options),\n bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height,\n };\n }\n };\n})( true ? exports : 0);\n\n\n(function() {\n var _join = Array.prototype.join,\n commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n },\n repeatedCommands = {\n m: 'l',\n M: 'L'\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2),\n sinth2 = fabric.util.sin(th2),\n costh3 = fabric.util.cos(th3),\n sinth3 = fabric.util.sin(th3),\n toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,\n toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,\n cp1X = fromX + mT * ( -cosTh * rx * sinth2 - sinTh * ry * costh2),\n cp1Y = fromY + mT * ( -sinTh * rx * sinth2 + cosTh * ry * costh2),\n cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),\n cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);\n\n return ['C',\n cp1X, cp1Y,\n cp2X, cp2Y,\n toX, toY\n ];\n }\n\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */\n function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180,\n sinTh = fabric.util.sin(th),\n cosTh = fabric.util.cos(th),\n fromX = 0, fromY = 0;\n\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5,\n py = -cosTh * toY * 0.5 + sinTh * toX * 0.5,\n rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,\n pl = rx2 * ry2 - rx2 * py2 - ry2 * px2,\n root = 0;\n\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n }\n else {\n root = (large === sweep ? -1.0 : 1.0) *\n Math.sqrt( pl / (rx2 * py2 + ry2 * px2));\n }\n\n var cx = root * rx * py / ry,\n cy = -root * ry * px / rx,\n cx1 = cosTh * cx - sinTh * cy + toX * 0.5,\n cy1 = sinTh * cx + cosTh * cy + toY * 0.5,\n mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),\n dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n }\n else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)),\n result = [], mDelta = dtheta / segments,\n mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),\n th3 = mTheta + mDelta;\n\n for (var i = 0; i < segments; i++) {\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n\n /*\n * Private\n */\n function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux),\n tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n }\n else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */\n // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n\n var sqrt = Math.sqrt,\n min = Math.min, max = Math.max,\n abs = Math.abs, tvalues = [],\n bounds = [[], []],\n a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n\n for (var i = 0; i < 2; ++i) {\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n\n var x, y, j = tvalues.length, jlen = j, mt;\n while (j--) {\n t = tvalues[j];\n mt = 1 - t;\n x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);\n bounds[0][j] = x;\n\n y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);\n bounds[1][j] = y;\n }\n\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */\n function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1],\n ry = coords[2],\n rot = coords[3],\n large = coords[4],\n sweep = coords[5],\n tx = coords[6],\n ty = coords[7],\n segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segsNorm.length; i < len; i++) {\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n };\n\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */\n function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length,\n // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted,\n // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for (i = 0; i < len; ++i) {\n converted = false;\n current = path[i].slice(0);\n switch (current[0]) { // first letter\n case 'l': // lineto, relative\n current[0] = 'L';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'L':\n x = current[1];\n y = current[2];\n break;\n case 'h': // horizontal lineto, relative\n current[1] += x;\n // falls through\n case 'H':\n current[0] = 'L';\n current[2] = y;\n x = current[1];\n break;\n case 'v': // vertical lineto, relative\n current[1] += y;\n // falls through\n case 'V':\n current[0] = 'L';\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case 'm': // moveTo, relative\n current[0] = 'M';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'M':\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case 'c': // bezierCurveTo, relative\n current[0] = 'C';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case 'C':\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case 's': // shorthand cubic bezierCurveTo, relative\n current[0] = 'S';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'S':\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === 'C') {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = 'C';\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case 'q': // quadraticCurveTo, relative\n current[0] = 'Q';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'Q':\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case 't': // shorthand quadraticCurveTo, relative\n current[0] = 'T';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'T':\n if (previous === 'Q') {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = 'Q';\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case 'a':\n current[0] = 'A';\n current[6] += x;\n current[7] += y;\n // falls through\n case 'A':\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case 'z':\n case 'Z':\n x = x1;\n y = y1;\n break;\n default:\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n };\n\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */\n function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (3 * invT * invT * (p2x - p1x)) + (6 * invT * pct * (p3x - p2x)) +\n (3 * pct * pct * (p4x - p3x)),\n tangentY = (3 * invT * invT * (p2y - p1y)) + (6 * invT * pct * (p3y - p2y)) +\n (3 * pct * pct * (p4y - p3y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n function QB1(t) {\n return t * t;\n }\n\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (2 * invT * (p2x - p1x)) + (2 * pct * (p3x - p2x)),\n tangentY = (2 * invT * (p2y - p1y)) + (2 * pct * (p3y - p2y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = { x: x1, y: y1 }, p, tmpLen = 0, perc;\n for (perc = 1; perc <= 100; perc += 1) {\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */\n function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = { x: segInfo.x, y: segInfo.y },\n p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while (tmpLen < distance && perc <= 1 && nextStep > 0.0001) {\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if ((nextLen + tmpLen) > distance) {\n // we discard this step and we make smaller steps.\n nextStep /= 2;\n perc -= nextStep;\n }\n else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */\n function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current,\n //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for (var i = 0; i < len; i++) {\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0],\n };\n switch (current[0]) { //first letter\n case 'M':\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case 'L':\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case 'C':\n iterator = getPointOnCubicBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n angleFinder = getTangentCubicIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case 'Q':\n iterator = getPointOnQuadraticBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n angleFinder = getTangentQuadraticIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case 'Z':\n case 'z':\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({ length: totalLength, x: x1, y: y1 });\n return info;\n }\n\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while ((distance - infos[i].length > 0) && i < (infos.length - 2)) {\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length,\n command = segInfo.command, segment = path[i], info;\n\n switch (command) {\n case 'M':\n return { x: segInfo.x, y: segInfo.y, angle: 0 };\n case 'Z':\n case 'z':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segInfo.destX, segInfo.destY),\n segPercent\n );\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case 'L':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segment[1], segment[2]),\n segPercent\n );\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case 'C':\n return findPercentageForDistance(segInfo, distance);\n case 'Q':\n return findPercentageForDistance(segInfo, distance);\n }\n }\n\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */\n function parsePath(pathString) {\n var result = [],\n coords = [],\n currentPath,\n parsed,\n re = fabric.rePathCommand,\n rNumber = '[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*',\n rNumberCommaWsp = '(' + rNumber + ')' + fabric.commaWsp,\n rFlagCommaWsp = '([01])' + fabric.commaWsp + '?',\n rArcSeq = rNumberCommaWsp + '?' + rNumberCommaWsp + '?' + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp +\n rNumberCommaWsp + '?(' + rNumber + ')',\n regArcArgumentSequence = new RegExp(rArcSeq, 'g'),\n match,\n coordsStr,\n // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n\n for (var i = 0, coordsParsed, len = path.length; i < len; i++) {\n currentPath = path[i];\n\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n\n var command = currentPath.charAt(0);\n coordsParsed = [command];\n\n if (command.toLowerCase() === 'a') {\n // arcs have special flags that apparently don't require spaces so handle special\n for (var args; (args = regArcArgumentSequence.exec(coordsStr));) {\n for (var j = 1; j < args.length; j++) {\n coords.push(args[j]);\n }\n }\n }\n else {\n while ((match = re.exec(coordsStr))) {\n coords.push(match[0]);\n }\n }\n\n for (var j = 0, jlen = coords.length; j < jlen; j++) {\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n\n var commandLength = commandLengths[command.toLowerCase()],\n repeatedCommand = repeatedCommands[command] || command;\n\n if (coordsParsed.length - 1 > commandLength) {\n for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {\n result.push([command].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n }\n else {\n result.push(coordsParsed);\n }\n }\n\n return result;\n };\n\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */\n function getSmoothPathFromPoints(points, correction) {\n var path = [], i,\n p1 = new fabric.Point(points[0].x, points[0].y),\n p2 = new fabric.Point(points[1].x, points[1].y),\n len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]);\n for (i = 1; i < len; i++) {\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]);\n }\n p1 = points[i];\n if ((i + 1) < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */\n function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(\n transform,\n [1, 0, 0, 1, -pathOffset.x, -pathOffset.y]\n );\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for (var i = 1; i < pathSegment.length - 1; i += 2) {\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n\n /**\n * Calculate bounding box of a elliptic-arc\n * @deprecated\n * @param {Number} fx start point of arc\n * @param {Number} fy\n * @param {Number} rx horizontal radius\n * @param {Number} ry vertical radius\n * @param {Number} rot angle of horizontal axis\n * @param {Number} large 1 or 0, whatever the arc is the big or the small on the 2 points\n * @param {Number} sweep 1 or 0, 1 clockwise or counterclockwise direction\n * @param {Number} tx end point of arc\n * @param {Number} ty\n */\n function getBoundsOfArc(fx, fy, rx, ry, rot, large, sweep, tx, ty) {\n\n var fromX = 0, fromY = 0, bound, bounds = [],\n segs = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segs.length; i < len; i++) {\n bound = getBoundsOfCurve(fromX, fromY, segs[i][1], segs[i][2], segs[i][3], segs[i][4], segs[i][5], segs[i][6]);\n bounds.push({ x: bound[0].x + fx, y: bound[0].y + fy });\n bounds.push({ x: bound[1].x + fx, y: bound[1].y + fy });\n fromX = segs[i][5];\n fromY = segs[i][6];\n }\n return bounds;\n };\n\n /**\n * Draws arc\n * @deprecated\n * @param {CanvasRenderingContext2D} ctx\n * @param {Number} fx\n * @param {Number} fy\n * @param {Array} coords coords of the arc, without the front 'A/a'\n */\n function drawArc(ctx, fx, fy, coords) {\n coords = coords.slice(0).unshift('X'); // command A or a does not matter\n var beziers = fromArcToBeziers(fx, fy, coords);\n beziers.forEach(function(bezier) {\n ctx.bezierCurveTo.apply(ctx, bezier.slice(1));\n });\n };\n\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */\n fabric.util.joinPath = function(pathData) {\n return pathData.map(function (segment) { return segment.join(' '); }).join(' ');\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n /**\n * Typo of `fromArcToBeziers` kept for not breaking the api once corrected.\n * Will be removed in fabric 5.0\n * @deprecated\n */\n fabric.util.fromArcToBeizers = fromArcToBeziers;\n // kept because we do not want to make breaking changes.\n // but useless and deprecated.\n fabric.util.getBoundsOfArc = getBoundsOfArc;\n fabric.util.drawArc = drawArc;\n})();\n\n\n(function() {\n\n var slice = Array.prototype.slice;\n\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */\n function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for (var i = 0, len = array.length; i < len; i++) {\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n\n /**\n * @private\n */\n function fill(array, value) {\n var k = array.length;\n while (k--) {\n array[k] = value;\n }\n return array;\n }\n\n /**\n * @private\n */\n function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n\n var i = array.length - 1,\n result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while (i--) {\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n }\n else {\n while (i--) {\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n\n /**\n * @namespace fabric.util.array\n */\n fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n\n})();\n\n\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */\n\n function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n }\n else if (source instanceof Array) {\n destination = [];\n for (var i = 0, len = source.length; i < len; i++) {\n destination[i] = extend({ }, source[i], deep);\n }\n }\n else if (source && typeof source === 'object') {\n for (var property in source) {\n if (property === 'canvas' || property === 'group') {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n }\n else if (source.hasOwnProperty(property)) {\n destination[property] = extend({ }, source[property], deep);\n }\n }\n }\n else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n }\n else {\n for (var property in source) {\n destination[property] = source[property];\n }\n }\n return destination;\n }\n\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */\n\n //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({ }, object, deep);\n }\n\n /** @namespace fabric.util.object */\n fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n\n\n(function() {\n\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */\n function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : '';\n });\n }\n\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */\n function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() +\n (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */\n function escapeXml(string) {\n return string.replace(/&/g, '&')\n .replace(/\"/g, '"')\n .replace(/'/g, ''')\n .replace(//g, '>');\n }\n\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */\n function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for (i = 0, chr; i < textstring.length; i++) {\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n\n if (isNaN(code)) {\n return ''; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= (i + 1)) {\n throw 'High surrogate without following low surrogate';\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw 'High surrogate without following low surrogate';\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw 'Low surrogate without preceding high surrogate';\n }\n var prev = str.charCodeAt(i - 1);\n\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw 'Low surrogate without preceding high surrogate';\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n\n\n /**\n * String utilities\n * @namespace fabric.util.string\n */\n fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n\n\n(function() {\n\n var slice = Array.prototype.slice, emptyFunction = function() { },\n\n IS_DONTENUM_BUGGY = (function() {\n for (var p in { toString: 1 }) {\n if (p === 'toString') {\n return false;\n }\n }\n return true;\n })(),\n\n /** @ignore */\n addMethods = function(klass, source, parent) {\n for (var property in source) {\n\n if (property in klass.prototype &&\n typeof klass.prototype[property] === 'function' &&\n (source[property] + '').indexOf('callSuper') > -1) {\n\n klass.prototype[property] = (function(property) {\n return function() {\n\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n\n if (property !== 'initialize') {\n return returnValue;\n }\n };\n })(property);\n }\n else {\n klass.prototype[property] = source[property];\n }\n\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n\n function Subclass() { }\n\n function callSuper(methodName) {\n var parentMethod = null,\n _this = this;\n\n // climb prototype chain to find method not equal to callee's method\n while (_this.constructor.superclass) {\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n\n if (!parentMethod) {\n return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);\n }\n\n return (arguments.length > 1)\n ? parentMethod.apply(this, slice.call(arguments, 1))\n : parentMethod.call(this);\n }\n\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */\n function createClass() {\n var parent = null,\n properties = slice.call(arguments, 0);\n\n if (typeof properties[0] === 'function') {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n\n klass.superclass = parent;\n klass.subclasses = [];\n\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for (var i = 0, length = properties.length; i < length; i++) {\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n\n fabric.util.createClass = createClass;\n})();\n\n\n(function () {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement('div').attachEvent,\n touchEvents = ['touchstart', 'touchmove', 'touchend'];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n\n fabric.util.getPointer = function(event) {\n var element = event.target,\n scroll = fabric.util.getScrollLeftTop(element),\n _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === 'touch';\n };\n})();\n\n\n(function () {\n\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */\n function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === 'string') {\n element.style.cssText += ';' + styles;\n return styles.indexOf('opacity') > -1\n ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1])\n : element;\n }\n for (var property in styles) {\n if (property === 'opacity') {\n setOpacity(element, styles[property]);\n }\n else {\n var normalizedProperty = (property === 'float' || property === 'cssFloat')\n ? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')\n : property;\n elementStyle[normalizedProperty] = styles[property];\n }\n }\n return element;\n }\n\n var parseEl = fabric.document.createElement('div'),\n supportsOpacity = typeof parseEl.style.opacity === 'string',\n supportsFilters = typeof parseEl.style.filter === 'string',\n reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/,\n\n /** @ignore */\n setOpacity = function (element) { return element; };\n\n if (supportsOpacity) {\n /** @ignore */\n setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n }\n else if (supportsFilters) {\n /** @ignore */\n setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');\n es.filter = es.filter.replace(reOpacity, value);\n }\n else {\n es.filter += ' alpha(opacity=' + (value * 100) + ')';\n }\n return element;\n };\n }\n\n fabric.util.setStyle = setStyle;\n\n})();\n\n\n(function() {\n\n var _slice = Array.prototype.slice;\n\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */\n function getById(id) {\n return typeof id === 'string' ? fabric.document.getElementById(id) : id;\n }\n\n var sliceCanConvertNodelists,\n /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */\n toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n }\n catch (err) { }\n\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while (i--) {\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */\n function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for (var prop in attributes) {\n if (prop === 'class') {\n el.className = attributes[prop];\n }\n else if (prop === 'for') {\n el.htmlFor = attributes[prop];\n }\n else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */\n function addClass(element, className) {\n if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {\n element.className += (element.className ? ' ' : '') + className;\n }\n }\n\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */\n function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === 'string') {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */\n function getScrollLeftTop(element) {\n\n var left = 0,\n top = 0,\n docElement = fabric.document.documentElement,\n body = fabric.document.body || {\n scrollLeft: 0, scrollTop: 0\n };\n\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while (element && (element.parentNode || element.host)) {\n\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n }\n else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n\n if (element.nodeType === 1 && element.style.position === 'fixed') {\n break;\n }\n }\n\n return { left: left, top: top };\n }\n\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */\n function getElementOffset(element) {\n var docElem,\n doc = element && element.ownerDocument,\n box = { left: 0, top: 0 },\n offset = { left: 0, top: 0 },\n scrollLeftTop,\n offsetAttributes = {\n borderLeftWidth: 'left',\n borderTopWidth: 'top',\n paddingLeft: 'left',\n paddingTop: 'top'\n };\n\n if (!doc) {\n return offset;\n }\n\n for (var attr in offsetAttributes) {\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n\n docElem = doc.documentElement;\n if ( typeof element.getBoundingClientRect !== 'undefined' ) {\n box = element.getBoundingClientRect();\n }\n\n scrollLeftTop = getScrollLeftTop(element);\n\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */\n var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n }\n else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n\n (function () {\n var style = fabric.document.documentElement.style,\n selectProp = 'userSelect' in style\n ? 'userSelect'\n : 'MozUserSelect' in style\n ? 'MozUserSelect'\n : 'WebkitUserSelect' in style\n ? 'WebkitUserSelect'\n : 'KhtmlUserSelect' in style\n ? 'KhtmlUserSelect'\n : '';\n\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = 'none';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = 'on';\n }\n return element;\n }\n\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementSelectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = '';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = '';\n }\n return element;\n }\n\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n };\n\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled\n || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */\n fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n\n})();\n\n\n(function() {\n\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? '&' : '?') + param;\n }\n\n function emptyFn() { }\n\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */\n function request(url, options) {\n options || (options = { });\n\n var method = options.method ? options.method.toUpperCase() : 'GET',\n onComplete = options.onComplete || function() { },\n xhr = new fabric.window.XMLHttpRequest(),\n body = options.body || options.parameters;\n\n /** @ignore */\n xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n\n if (method === 'GET') {\n body = null;\n if (typeof options.parameters === 'string') {\n url = addParamToUrl(url, options.parameters);\n }\n }\n\n xhr.open(method, url, true);\n\n if (method === 'POST' || method === 'PUT') {\n xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');\n }\n\n xhr.send(body);\n return xhr;\n }\n\n fabric.util.request = request;\n})();\n\n\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */\nfabric.log = console.log;\n\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */\nfabric.warn = console.warn;\n\n\n(function() {\n\n function noop() {\n return false;\n }\n\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Number} [options.startValue=0] Starting value\n * @param {Number} [options.endValue=100] Ending value\n * @param {Number} [options.byValue=100] Value to modify the property by\n * @param {Function} [options.easing] Easing function\n * @param {Number} [options.duration=500] Duration of change (in ms)\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animate(options) {\n var cancel = false;\n requestAnimFrame(function(timestamp) {\n options || (options = { });\n\n var start = timestamp || +new Date(),\n duration = options.duration || 500,\n finish = start + duration, time,\n onChange = options.onChange || noop,\n abort = options.abort || noop,\n onComplete = options.onComplete || noop,\n easing = options.easing || defaultEasing,\n startValue = 'startValue' in options ? options.startValue : 0,\n endValue = 'endValue' in options ? options.endValue : 100,\n byValue = options.byValue || endValue - startValue;\n\n options.onStart && options.onStart();\n\n (function tick(ticktime) {\n // TODO: move abort call after calculation\n // and pass (current,valuePerc, timePerc) as arguments\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : (time - start),\n timePerc = currentTime / duration,\n current = easing(currentTime, startValue, byValue, duration),\n valuePerc = Math.abs((current - startValue) / byValue);\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n // remove this in 4.0\n // does to even make sense to abort and run onComplete?\n onComplete(endValue, 1, 1);\n return;\n }\n if (time > finish) {\n onChange(endValue, 1, 1);\n onComplete(endValue, 1, 1);\n return;\n }\n else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n return function() {\n cancel = true;\n };\n }\n\n var _requestAnimFrame = fabric.window.requestAnimationFrame ||\n fabric.window.webkitRequestAnimationFrame ||\n fabric.window.mozRequestAnimationFrame ||\n fabric.window.oRequestAnimationFrame ||\n fabric.window.msRequestAnimationFrame ||\n function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */\n function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n})();\n\n\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = 'rgba('\n + parseInt((begin[0] + pos * (end[0] - begin[0])), 10) + ','\n + parseInt((begin[1] + pos * (end[1] - begin[1])), 10) + ','\n + parseInt((begin[2] + pos * (end[2] - begin[2])), 10);\n\n color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += ')';\n return color;\n }\n\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(),\n endColor = new fabric.Color(toColor).getSource(),\n originalOnComplete = options.onComplete,\n originalOnChange = options.onChange;\n options = options || {};\n\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function (currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing\n ? options.colorEasing(currentTime, duration)\n : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(\n calculateColor(endColor, endColor, 0),\n valuePerc,\n timePerc\n );\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(\n calculateColor(current, current, 0),\n valuePerc,\n timePerc\n );\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n\n fabric.util.animateColor = animateColor;\n\n})();\n\n\n(function() {\n\n function normalize(a, c, p, s) {\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n }\n else {\n //handle the 0/0 case:\n if (c === 0 && a === 0) {\n s = p / (2 * Math.PI) * Math.asin(1);\n }\n else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n }\n return { a: a, c: c, p: p, s: s };\n }\n\n function elastic(opts, t, d) {\n return opts.a *\n Math.pow(2, 10 * (t -= 1)) *\n Math.sin( (t * d - opts.s) * (2 * Math.PI) / opts.p );\n }\n\n /**\n * Cubic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutCubic(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n }\n\n /**\n * Cubic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutCubic(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t + b;\n }\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n\n /**\n * Quartic easing in\n * @memberOf fabric.util.ease\n */\n function easeInQuart(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n }\n\n /**\n * Quartic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutQuart(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n }\n\n /**\n * Quartic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutQuart(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t * t + b;\n }\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n\n /**\n * Quintic easing in\n * @memberOf fabric.util.ease\n */\n function easeInQuint(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n }\n\n /**\n * Quintic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutQuint(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n }\n\n /**\n * Quintic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutQuint(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t * t * t + b;\n }\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n\n /**\n * Sinusoidal easing in\n * @memberOf fabric.util.ease\n */\n function easeInSine(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Sinusoidal easing out\n * @memberOf fabric.util.ease\n */\n function easeOutSine(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n }\n\n /**\n * Sinusoidal easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutSine(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n }\n\n /**\n * Exponential easing in\n * @memberOf fabric.util.ease\n */\n function easeInExpo(t, b, c, d) {\n return (t === 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n\n /**\n * Exponential easing out\n * @memberOf fabric.util.ease\n */\n function easeOutExpo(t, b, c, d) {\n return (t === d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n\n /**\n * Exponential easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutExpo(t, b, c, d) {\n if (t === 0) {\n return b;\n }\n if (t === d) {\n return b + c;\n }\n t /= d / 2;\n if (t < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n }\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n\n /**\n * Circular easing in\n * @memberOf fabric.util.ease\n */\n function easeInCirc(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n }\n\n /**\n * Circular easing out\n * @memberOf fabric.util.ease\n */\n function easeOutCirc(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n }\n\n /**\n * Circular easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutCirc(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n }\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n\n /**\n * Elastic easing in\n * @memberOf fabric.util.ease\n */\n function easeInElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d;\n if (t === 1) {\n return b + c;\n }\n if (!p) {\n p = d * 0.3;\n }\n var opts = normalize(a, c, p, s);\n return -elastic(opts, t, d) + b;\n }\n\n /**\n * Elastic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d;\n if (t === 1) {\n return b + c;\n }\n if (!p) {\n p = d * 0.3;\n }\n var opts = normalize(a, c, p, s);\n return opts.a * Math.pow(2, -10 * t) * Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) + opts.c + b;\n }\n\n /**\n * Elastic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d / 2;\n if (t === 2) {\n return b + c;\n }\n if (!p) {\n p = d * (0.3 * 1.5);\n }\n var opts = normalize(a, c, p, s);\n if (t < 1) {\n return -0.5 * elastic(opts, t, d) + b;\n }\n return opts.a * Math.pow(2, -10 * (t -= 1)) *\n Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) * 0.5 + opts.c + b;\n }\n\n /**\n * Backwards easing in\n * @memberOf fabric.util.ease\n */\n function easeInBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n }\n\n /**\n * Backwards easing out\n * @memberOf fabric.util.ease\n */\n function easeOutBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n }\n\n /**\n * Backwards easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n t /= d / 2;\n if (t < 1) {\n return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;\n }\n return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;\n }\n\n /**\n * Bouncing easing in\n * @memberOf fabric.util.ease\n */\n function easeInBounce(t, b, c, d) {\n return c - easeOutBounce (d - t, 0, c, d) + b;\n }\n\n /**\n * Bouncing easing out\n * @memberOf fabric.util.ease\n */\n function easeOutBounce(t, b, c, d) {\n if ((t /= d) < (1 / 2.75)) {\n return c * (7.5625 * t * t) + b;\n }\n else if (t < (2 / 2.75)) {\n return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b;\n }\n else if (t < (2.5 / 2.75)) {\n return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b;\n }\n else {\n return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b;\n }\n }\n\n /**\n * Bouncing easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutBounce(t, b, c, d) {\n if (t < d / 2) {\n return easeInBounce (t * 2, 0, c, d) * 0.5 + b;\n }\n return easeOutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;\n }\n\n /**\n * Easing functions\n * See Easing Equations by Robert Penner\n * @namespace fabric.util.ease\n */\n fabric.util.ease = {\n\n /**\n * Quadratic easing in\n * @memberOf fabric.util.ease\n */\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n\n /**\n * Quadratic easing out\n * @memberOf fabric.util.ease\n */\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n\n /**\n * Quadratic easing in and out\n * @memberOf fabric.util.ease\n */\n easeInOutQuad: function(t, b, c, d) {\n t /= (d / 2);\n if (t < 1) {\n return c / 2 * t * t + b;\n }\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n },\n\n /**\n * Cubic easing in\n * @memberOf fabric.util.ease\n */\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n\n easeOutCubic: easeOutCubic,\n easeInOutCubic: easeInOutCubic,\n easeInQuart: easeInQuart,\n easeOutQuart: easeOutQuart,\n easeInOutQuart: easeInOutQuart,\n easeInQuint: easeInQuint,\n easeOutQuint: easeOutQuint,\n easeInOutQuint: easeInOutQuint,\n easeInSine: easeInSine,\n easeOutSine: easeOutSine,\n easeInOutSine: easeInOutSine,\n easeInExpo: easeInExpo,\n easeOutExpo: easeOutExpo,\n easeInOutExpo: easeInOutExpo,\n easeInCirc: easeInCirc,\n easeOutCirc: easeOutCirc,\n easeInOutCirc: easeInOutCirc,\n easeInElastic: easeInElastic,\n easeOutElastic: easeOutElastic,\n easeInOutElastic: easeInOutElastic,\n easeInBack: easeInBack,\n easeOutBack: easeOutBack,\n easeInOutBack: easeInOutBack,\n easeInBounce: easeInBounce,\n easeOutBounce: easeOutBounce,\n easeInOutBounce: easeInOutBounce\n };\n\n})();\n\n\n(function(global) {\n\n 'use strict';\n\n /**\n * @name fabric\n * @namespace\n */\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n parseUnit = fabric.util.parseUnit,\n multiplyTransformMatrices = fabric.util.multiplyTransformMatrices,\n\n svgValidTagNames = ['path', 'circle', 'polygon', 'polyline', 'ellipse', 'rect', 'line',\n 'image', 'text'],\n svgViewBoxElements = ['symbol', 'image', 'marker', 'pattern', 'view', 'svg'],\n svgInvalidAncestors = ['pattern', 'defs', 'symbol', 'metadata', 'clipPath', 'mask', 'desc'],\n svgValidParents = ['symbol', 'g', 'a', 'svg', 'clipPath', 'defs'],\n\n attributesMap = {\n cx: 'left',\n x: 'left',\n r: 'radius',\n cy: 'top',\n y: 'top',\n display: 'visible',\n visibility: 'visible',\n transform: 'transformMatrix',\n 'fill-opacity': 'fillOpacity',\n 'fill-rule': 'fillRule',\n 'font-family': 'fontFamily',\n 'font-size': 'fontSize',\n 'font-style': 'fontStyle',\n 'font-weight': 'fontWeight',\n 'letter-spacing': 'charSpacing',\n 'paint-order': 'paintFirst',\n 'stroke-dasharray': 'strokeDashArray',\n 'stroke-dashoffset': 'strokeDashOffset',\n 'stroke-linecap': 'strokeLineCap',\n 'stroke-linejoin': 'strokeLineJoin',\n 'stroke-miterlimit': 'strokeMiterLimit',\n 'stroke-opacity': 'strokeOpacity',\n 'stroke-width': 'strokeWidth',\n 'text-decoration': 'textDecoration',\n 'text-anchor': 'textAnchor',\n opacity: 'opacity',\n 'clip-path': 'clipPath',\n 'clip-rule': 'clipRule',\n 'vector-effect': 'strokeUniform',\n 'image-rendering': 'imageSmoothing',\n },\n\n colorAttributes = {\n stroke: 'strokeOpacity',\n fill: 'fillOpacity'\n },\n\n fSize = 'font-size', cPath = 'clip-path';\n\n fabric.svgValidTagNamesRegEx = getSvgRegex(svgValidTagNames);\n fabric.svgViewBoxElementsRegEx = getSvgRegex(svgViewBoxElements);\n fabric.svgInvalidAncestorsRegEx = getSvgRegex(svgInvalidAncestors);\n fabric.svgValidParentsRegEx = getSvgRegex(svgValidParents);\n\n fabric.cssRules = { };\n fabric.gradientDefs = { };\n fabric.clipPaths = { };\n\n function normalizeAttr(attr) {\n // transform attribute names\n if (attr in attributesMap) {\n return attributesMap[attr];\n }\n return attr;\n }\n\n function normalizeValue(attr, value, parentAttributes, fontSize) {\n var isArray = Object.prototype.toString.call(value) === '[object Array]',\n parsed;\n\n if ((attr === 'fill' || attr === 'stroke') && value === 'none') {\n value = '';\n }\n else if (attr === 'strokeUniform') {\n return (value === 'non-scaling-stroke');\n }\n else if (attr === 'strokeDashArray') {\n if (value === 'none') {\n value = null;\n }\n else {\n value = value.replace(/,/g, ' ').split(/\\s+/).map(parseFloat);\n }\n }\n else if (attr === 'transformMatrix') {\n if (parentAttributes && parentAttributes.transformMatrix) {\n value = multiplyTransformMatrices(\n parentAttributes.transformMatrix, fabric.parseTransformAttribute(value));\n }\n else {\n value = fabric.parseTransformAttribute(value);\n }\n }\n else if (attr === 'visible') {\n value = value !== 'none' && value !== 'hidden';\n // display=none on parent element always takes precedence over child element\n if (parentAttributes && parentAttributes.visible === false) {\n value = false;\n }\n }\n else if (attr === 'opacity') {\n value = parseFloat(value);\n if (parentAttributes && typeof parentAttributes.opacity !== 'undefined') {\n value *= parentAttributes.opacity;\n }\n }\n else if (attr === 'textAnchor' /* text-anchor */) {\n value = value === 'start' ? 'left' : value === 'end' ? 'right' : 'center';\n }\n else if (attr === 'charSpacing') {\n // parseUnit returns px and we convert it to em\n parsed = parseUnit(value, fontSize) / fontSize * 1000;\n }\n else if (attr === 'paintFirst') {\n var fillIndex = value.indexOf('fill');\n var strokeIndex = value.indexOf('stroke');\n var value = 'fill';\n if (fillIndex > -1 && strokeIndex > -1 && strokeIndex < fillIndex) {\n value = 'stroke';\n }\n else if (fillIndex === -1 && strokeIndex > -1) {\n value = 'stroke';\n }\n }\n else if (attr === 'href' || attr === 'xlink:href' || attr === 'font') {\n return value;\n }\n else if (attr === 'imageSmoothing') {\n return (value === 'optimizeQuality');\n }\n else {\n parsed = isArray ? value.map(parseUnit) : parseUnit(value, fontSize);\n }\n\n return (!isArray && isNaN(parsed) ? value : parsed);\n }\n\n /**\n * @private\n */\n function getSvgRegex(arr) {\n return new RegExp('^(' + arr.join('|') + ')\\\\b', 'i');\n }\n\n /**\n * @private\n * @param {Object} attributes Array of attributes to parse\n */\n function _setStrokeFillOpacity(attributes) {\n for (var attr in colorAttributes) {\n\n if (typeof attributes[colorAttributes[attr]] === 'undefined' || attributes[attr] === '') {\n continue;\n }\n\n if (typeof attributes[attr] === 'undefined') {\n if (!fabric.Object.prototype[attr]) {\n continue;\n }\n attributes[attr] = fabric.Object.prototype[attr];\n }\n\n if (attributes[attr].indexOf('url(') === 0) {\n continue;\n }\n\n var color = new fabric.Color(attributes[attr]);\n attributes[attr] = color.setAlpha(toFixed(color.getAlpha() * attributes[colorAttributes[attr]], 2)).toRgba();\n }\n return attributes;\n }\n\n /**\n * @private\n */\n function _getMultipleNodes(doc, nodeNames) {\n var nodeName, nodeArray = [], nodeList, i, len;\n for (i = 0, len = nodeNames.length; i < len; i++) {\n nodeName = nodeNames[i];\n nodeList = doc.getElementsByTagName(nodeName);\n nodeArray = nodeArray.concat(Array.prototype.slice.call(nodeList));\n }\n return nodeArray;\n }\n\n /**\n * Parses \"transform\" attribute, returning an array of values\n * @static\n * @function\n * @memberOf fabric\n * @param {String} attributeValue String containing attribute value\n * @return {Array} Array of 6 elements representing transformation matrix\n */\n fabric.parseTransformAttribute = (function() {\n function rotateMatrix(matrix, args) {\n var cos = fabric.util.cos(args[0]), sin = fabric.util.sin(args[0]),\n x = 0, y = 0;\n if (args.length === 3) {\n x = args[1];\n y = args[2];\n }\n\n matrix[0] = cos;\n matrix[1] = sin;\n matrix[2] = -sin;\n matrix[3] = cos;\n matrix[4] = x - (cos * x - sin * y);\n matrix[5] = y - (sin * x + cos * y);\n }\n\n function scaleMatrix(matrix, args) {\n var multiplierX = args[0],\n multiplierY = (args.length === 2) ? args[1] : args[0];\n\n matrix[0] = multiplierX;\n matrix[3] = multiplierY;\n }\n\n function skewMatrix(matrix, args, pos) {\n matrix[pos] = Math.tan(fabric.util.degreesToRadians(args[0]));\n }\n\n function translateMatrix(matrix, args) {\n matrix[4] = args[0];\n if (args.length === 2) {\n matrix[5] = args[1];\n }\n }\n\n // identity matrix\n var iMatrix = fabric.iMatrix,\n\n // == begin transform regexp\n number = fabric.reNum,\n\n commaWsp = fabric.commaWsp,\n\n skewX = '(?:(skewX)\\\\s*\\\\(\\\\s*(' + number + ')\\\\s*\\\\))',\n\n skewY = '(?:(skewY)\\\\s*\\\\(\\\\s*(' + number + ')\\\\s*\\\\))',\n\n rotate = '(?:(rotate)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + ')' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n scale = '(?:(scale)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n translate = '(?:(translate)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n matrix = '(?:(matrix)\\\\s*\\\\(\\\\s*' +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' +\n '\\\\s*\\\\))',\n\n transform = '(?:' +\n matrix + '|' +\n translate + '|' +\n scale + '|' +\n rotate + '|' +\n skewX + '|' +\n skewY +\n ')',\n\n transforms = '(?:' + transform + '(?:' + commaWsp + '*' + transform + ')*' + ')',\n\n transformList = '^\\\\s*(?:' + transforms + '?)\\\\s*$',\n\n // http://www.w3.org/TR/SVG/coords.html#TransformAttribute\n reTransformList = new RegExp(transformList),\n // == end transform regexp\n\n reTransform = new RegExp(transform, 'g');\n\n return function(attributeValue) {\n\n // start with identity matrix\n var matrix = iMatrix.concat(),\n matrices = [];\n\n // return if no argument was given or\n // an argument does not match transform attribute regexp\n if (!attributeValue || (attributeValue && !reTransformList.test(attributeValue))) {\n return matrix;\n }\n\n attributeValue.replace(reTransform, function(match) {\n\n var m = new RegExp(transform).exec(match).filter(function (match) {\n // match !== '' && match != null\n return (!!match);\n }),\n operation = m[1],\n args = m.slice(2).map(parseFloat);\n\n switch (operation) {\n case 'translate':\n translateMatrix(matrix, args);\n break;\n case 'rotate':\n args[0] = fabric.util.degreesToRadians(args[0]);\n rotateMatrix(matrix, args);\n break;\n case 'scale':\n scaleMatrix(matrix, args);\n break;\n case 'skewX':\n skewMatrix(matrix, args, 2);\n break;\n case 'skewY':\n skewMatrix(matrix, args, 1);\n break;\n case 'matrix':\n matrix = args;\n break;\n }\n\n // snapshot current matrix into matrices array\n matrices.push(matrix.concat());\n // reset\n matrix = iMatrix.concat();\n });\n\n var combinedMatrix = matrices[0];\n while (matrices.length > 1) {\n matrices.shift();\n combinedMatrix = fabric.util.multiplyTransformMatrices(combinedMatrix, matrices[0]);\n }\n return combinedMatrix;\n };\n })();\n\n /**\n * @private\n */\n function parseStyleString(style, oStyle) {\n var attr, value;\n style.replace(/;\\s*$/, '').split(';').forEach(function (chunk) {\n var pair = chunk.split(':');\n\n attr = pair[0].trim().toLowerCase();\n value = pair[1].trim();\n\n oStyle[attr] = value;\n });\n }\n\n /**\n * @private\n */\n function parseStyleObject(style, oStyle) {\n var attr, value;\n for (var prop in style) {\n if (typeof style[prop] === 'undefined') {\n continue;\n }\n\n attr = prop.toLowerCase();\n value = style[prop];\n\n oStyle[attr] = value;\n }\n }\n\n /**\n * @private\n */\n function getGlobalStylesForElement(element, svgUid) {\n var styles = { };\n for (var rule in fabric.cssRules[svgUid]) {\n if (elementMatchesRule(element, rule.split(' '))) {\n for (var property in fabric.cssRules[svgUid][rule]) {\n styles[property] = fabric.cssRules[svgUid][rule][property];\n }\n }\n }\n return styles;\n }\n\n /**\n * @private\n */\n function elementMatchesRule(element, selectors) {\n var firstMatching, parentMatching = true;\n //start from rightmost selector.\n firstMatching = selectorMatches(element, selectors.pop());\n if (firstMatching && selectors.length) {\n parentMatching = doesSomeParentMatch(element, selectors);\n }\n return firstMatching && parentMatching && (selectors.length === 0);\n }\n\n function doesSomeParentMatch(element, selectors) {\n var selector, parentMatching = true;\n while (element.parentNode && element.parentNode.nodeType === 1 && selectors.length) {\n if (parentMatching) {\n selector = selectors.pop();\n }\n element = element.parentNode;\n parentMatching = selectorMatches(element, selector);\n }\n return selectors.length === 0;\n }\n\n /**\n * @private\n */\n function selectorMatches(element, selector) {\n var nodeName = element.nodeName,\n classNames = element.getAttribute('class'),\n id = element.getAttribute('id'), matcher, i;\n // i check if a selector matches slicing away part from it.\n // if i get empty string i should match\n matcher = new RegExp('^' + nodeName, 'i');\n selector = selector.replace(matcher, '');\n if (id && selector.length) {\n matcher = new RegExp('#' + id + '(?![a-zA-Z\\\\-]+)', 'i');\n selector = selector.replace(matcher, '');\n }\n if (classNames && selector.length) {\n classNames = classNames.split(' ');\n for (i = classNames.length; i--;) {\n matcher = new RegExp('\\\\.' + classNames[i] + '(?![a-zA-Z\\\\-]+)', 'i');\n selector = selector.replace(matcher, '');\n }\n }\n return selector.length === 0;\n }\n\n /**\n * @private\n * to support IE8 missing getElementById on SVGdocument and on node xmlDOM\n */\n function elementById(doc, id) {\n var el;\n doc.getElementById && (el = doc.getElementById(id));\n if (el) {\n return el;\n }\n var node, i, len, nodelist = doc.getElementsByTagName('*');\n for (i = 0, len = nodelist.length; i < len; i++) {\n node = nodelist[i];\n if (id === node.getAttribute('id')) {\n return node;\n }\n }\n }\n\n /**\n * @private\n */\n function parseUseDirectives(doc) {\n var nodelist = _getMultipleNodes(doc, ['use', 'svg:use']), i = 0;\n while (nodelist.length && i < nodelist.length) {\n var el = nodelist[i],\n xlinkAttribute = el.getAttribute('xlink:href') || el.getAttribute('href');\n\n if (xlinkAttribute === null) {\n return;\n }\n\n var xlink = xlinkAttribute.substr(1),\n x = el.getAttribute('x') || 0,\n y = el.getAttribute('y') || 0,\n el2 = elementById(doc, xlink).cloneNode(true),\n currentTrans = (el2.getAttribute('transform') || '') + ' translate(' + x + ', ' + y + ')',\n parentNode,\n oldLength = nodelist.length, attr,\n j,\n attrs,\n len,\n namespace = fabric.svgNS;\n\n applyViewboxTransform(el2);\n if (/^svg$/i.test(el2.nodeName)) {\n var el3 = el2.ownerDocument.createElementNS(namespace, 'g');\n for (j = 0, attrs = el2.attributes, len = attrs.length; j < len; j++) {\n attr = attrs.item(j);\n el3.setAttributeNS(namespace, attr.nodeName, attr.nodeValue);\n }\n // el2.firstChild != null\n while (el2.firstChild) {\n el3.appendChild(el2.firstChild);\n }\n el2 = el3;\n }\n\n for (j = 0, attrs = el.attributes, len = attrs.length; j < len; j++) {\n attr = attrs.item(j);\n if (attr.nodeName === 'x' || attr.nodeName === 'y' ||\n attr.nodeName === 'xlink:href' || attr.nodeName === 'href') {\n continue;\n }\n\n if (attr.nodeName === 'transform') {\n currentTrans = attr.nodeValue + ' ' + currentTrans;\n }\n else {\n el2.setAttribute(attr.nodeName, attr.nodeValue);\n }\n }\n\n el2.setAttribute('transform', currentTrans);\n el2.setAttribute('instantiated_by_use', '1');\n el2.removeAttribute('id');\n parentNode = el.parentNode;\n parentNode.replaceChild(el2, el);\n // some browsers do not shorten nodelist after replaceChild (IE8)\n if (nodelist.length === oldLength) {\n i++;\n }\n }\n }\n\n // http://www.w3.org/TR/SVG/coords.html#ViewBoxAttribute\n // matches, e.g.: +14.56e-12, etc.\n var reViewBoxAttrValue = new RegExp(\n '^' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*' +\n '$'\n );\n\n /**\n * Add a element that envelop all child elements and makes the viewbox transformMatrix descend on all elements\n */\n function applyViewboxTransform(element) {\n if (!fabric.svgViewBoxElementsRegEx.test(element.nodeName)) {\n return {};\n }\n var viewBoxAttr = element.getAttribute('viewBox'),\n scaleX = 1,\n scaleY = 1,\n minX = 0,\n minY = 0,\n viewBoxWidth, viewBoxHeight, matrix, el,\n widthAttr = element.getAttribute('width'),\n heightAttr = element.getAttribute('height'),\n x = element.getAttribute('x') || 0,\n y = element.getAttribute('y') || 0,\n preserveAspectRatio = element.getAttribute('preserveAspectRatio') || '',\n missingViewBox = (!viewBoxAttr || !(viewBoxAttr = viewBoxAttr.match(reViewBoxAttrValue))),\n missingDimAttr = (!widthAttr || !heightAttr || widthAttr === '100%' || heightAttr === '100%'),\n toBeParsed = missingViewBox && missingDimAttr,\n parsedDim = { }, translateMatrix = '', widthDiff = 0, heightDiff = 0;\n\n parsedDim.width = 0;\n parsedDim.height = 0;\n parsedDim.toBeParsed = toBeParsed;\n\n if (missingViewBox) {\n if (((x || y) && element.parentNode && element.parentNode.nodeName !== '#document')) {\n translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';\n matrix = (element.getAttribute('transform') || '') + translateMatrix;\n element.setAttribute('transform', matrix);\n element.removeAttribute('x');\n element.removeAttribute('y');\n }\n }\n\n if (toBeParsed) {\n return parsedDim;\n }\n\n if (missingViewBox) {\n parsedDim.width = parseUnit(widthAttr);\n parsedDim.height = parseUnit(heightAttr);\n // set a transform for elements that have x y and are inner(only) SVGs\n return parsedDim;\n }\n minX = -parseFloat(viewBoxAttr[1]);\n minY = -parseFloat(viewBoxAttr[2]);\n viewBoxWidth = parseFloat(viewBoxAttr[3]);\n viewBoxHeight = parseFloat(viewBoxAttr[4]);\n parsedDim.minX = minX;\n parsedDim.minY = minY;\n parsedDim.viewBoxWidth = viewBoxWidth;\n parsedDim.viewBoxHeight = viewBoxHeight;\n if (!missingDimAttr) {\n parsedDim.width = parseUnit(widthAttr);\n parsedDim.height = parseUnit(heightAttr);\n scaleX = parsedDim.width / viewBoxWidth;\n scaleY = parsedDim.height / viewBoxHeight;\n }\n else {\n parsedDim.width = viewBoxWidth;\n parsedDim.height = viewBoxHeight;\n }\n\n // default is to preserve aspect ratio\n preserveAspectRatio = fabric.util.parsePreserveAspectRatioAttribute(preserveAspectRatio);\n if (preserveAspectRatio.alignX !== 'none') {\n //translate all container for the effect of Mid, Min, Max\n if (preserveAspectRatio.meetOrSlice === 'meet') {\n scaleY = scaleX = (scaleX > scaleY ? scaleY : scaleX);\n // calculate additional translation to move the viewbox\n }\n if (preserveAspectRatio.meetOrSlice === 'slice') {\n scaleY = scaleX = (scaleX > scaleY ? scaleX : scaleY);\n // calculate additional translation to move the viewbox\n }\n widthDiff = parsedDim.width - viewBoxWidth * scaleX;\n heightDiff = parsedDim.height - viewBoxHeight * scaleX;\n if (preserveAspectRatio.alignX === 'Mid') {\n widthDiff /= 2;\n }\n if (preserveAspectRatio.alignY === 'Mid') {\n heightDiff /= 2;\n }\n if (preserveAspectRatio.alignX === 'Min') {\n widthDiff = 0;\n }\n if (preserveAspectRatio.alignY === 'Min') {\n heightDiff = 0;\n }\n }\n\n if (scaleX === 1 && scaleY === 1 && minX === 0 && minY === 0 && x === 0 && y === 0) {\n return parsedDim;\n }\n if ((x || y) && element.parentNode.nodeName !== '#document') {\n translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';\n }\n\n matrix = translateMatrix + ' matrix(' + scaleX +\n ' 0' +\n ' 0 ' +\n scaleY + ' ' +\n (minX * scaleX + widthDiff) + ' ' +\n (minY * scaleY + heightDiff) + ') ';\n // seems unused.\n // parsedDim.viewboxTransform = fabric.parseTransformAttribute(matrix);\n if (element.nodeName === 'svg') {\n el = element.ownerDocument.createElementNS(fabric.svgNS, 'g');\n // element.firstChild != null\n while (element.firstChild) {\n el.appendChild(element.firstChild);\n }\n element.appendChild(el);\n }\n else {\n el = element;\n el.removeAttribute('x');\n el.removeAttribute('y');\n matrix = el.getAttribute('transform') + matrix;\n }\n el.setAttribute('transform', matrix);\n return parsedDim;\n }\n\n function hasAncestorWithNodeName(element, nodeName) {\n while (element && (element = element.parentNode)) {\n if (element.nodeName && nodeName.test(element.nodeName.replace('svg:', ''))\n && !element.getAttribute('instantiated_by_use')) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Parses an SVG document, converts it to an array of corresponding fabric.* instances and passes them to a callback\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @param {Function} callback Callback to call when parsing is finished;\n * It's being passed an array of elements (parsed from a document).\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [parsingOptions] options for parsing document\n * @param {String} [parsingOptions.crossOrigin] crossOrigin settings\n */\n fabric.parseSVGDocument = function(doc, callback, reviver, parsingOptions) {\n if (!doc) {\n return;\n }\n\n parseUseDirectives(doc);\n\n var svgUid = fabric.Object.__uid++, i, len,\n options = applyViewboxTransform(doc),\n descendants = fabric.util.toArray(doc.getElementsByTagName('*'));\n options.crossOrigin = parsingOptions && parsingOptions.crossOrigin;\n options.svgUid = svgUid;\n\n if (descendants.length === 0 && fabric.isLikelyNode) {\n // we're likely in node, where \"o3-xml\" library fails to gEBTN(\"*\")\n // https://github.com/ajaxorg/node-o3-xml/issues/21\n descendants = doc.selectNodes('//*[name(.)!=\"svg\"]');\n var arr = [];\n for (i = 0, len = descendants.length; i < len; i++) {\n arr[i] = descendants[i];\n }\n descendants = arr;\n }\n\n var elements = descendants.filter(function(el) {\n applyViewboxTransform(el);\n return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', '')) &&\n !hasAncestorWithNodeName(el, fabric.svgInvalidAncestorsRegEx); // http://www.w3.org/TR/SVG/struct.html#DefsElement\n });\n if (!elements || (elements && !elements.length)) {\n callback && callback([], {});\n return;\n }\n var clipPaths = { };\n descendants.filter(function(el) {\n return el.nodeName.replace('svg:', '') === 'clipPath';\n }).forEach(function(el) {\n var id = el.getAttribute('id');\n clipPaths[id] = fabric.util.toArray(el.getElementsByTagName('*')).filter(function(el) {\n return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', ''));\n });\n });\n fabric.gradientDefs[svgUid] = fabric.getGradientDefs(doc);\n fabric.cssRules[svgUid] = fabric.getCSSRules(doc);\n fabric.clipPaths[svgUid] = clipPaths;\n // Precedence of rules: style > class > attribute\n fabric.parseElements(elements, function(instances, elements) {\n if (callback) {\n callback(instances, options, elements, descendants);\n delete fabric.gradientDefs[svgUid];\n delete fabric.cssRules[svgUid];\n delete fabric.clipPaths[svgUid];\n }\n }, clone(options), reviver, parsingOptions);\n };\n\n function recursivelyParseGradientsXlink(doc, gradient) {\n var gradientsAttrs = ['gradientTransform', 'x1', 'x2', 'y1', 'y2', 'gradientUnits', 'cx', 'cy', 'r', 'fx', 'fy'],\n xlinkAttr = 'xlink:href',\n xLink = gradient.getAttribute(xlinkAttr).substr(1),\n referencedGradient = elementById(doc, xLink);\n if (referencedGradient && referencedGradient.getAttribute(xlinkAttr)) {\n recursivelyParseGradientsXlink(doc, referencedGradient);\n }\n gradientsAttrs.forEach(function(attr) {\n if (referencedGradient && !gradient.hasAttribute(attr) && referencedGradient.hasAttribute(attr)) {\n gradient.setAttribute(attr, referencedGradient.getAttribute(attr));\n }\n });\n if (!gradient.children.length) {\n var referenceClone = referencedGradient.cloneNode(true);\n while (referenceClone.firstChild) {\n gradient.appendChild(referenceClone.firstChild);\n }\n }\n gradient.removeAttribute(xlinkAttr);\n }\n\n var reFontDeclaration = new RegExp(\n '(normal|italic)?\\\\s*(normal|small-caps)?\\\\s*' +\n '(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900)?\\\\s*(' +\n fabric.reNum +\n '(?:px|cm|mm|em|pt|pc|in)*)(?:\\\\/(normal|' + fabric.reNum + '))?\\\\s+(.*)');\n\n extend(fabric, {\n /**\n * Parses a short font declaration, building adding its properties to a style object\n * @static\n * @function\n * @memberOf fabric\n * @param {String} value font declaration\n * @param {Object} oStyle definition\n */\n parseFontDeclaration: function(value, oStyle) {\n var match = value.match(reFontDeclaration);\n\n if (!match) {\n return;\n }\n var fontStyle = match[1],\n // font variant is not used\n // fontVariant = match[2],\n fontWeight = match[3],\n fontSize = match[4],\n lineHeight = match[5],\n fontFamily = match[6];\n\n if (fontStyle) {\n oStyle.fontStyle = fontStyle;\n }\n if (fontWeight) {\n oStyle.fontWeight = isNaN(parseFloat(fontWeight)) ? fontWeight : parseFloat(fontWeight);\n }\n if (fontSize) {\n oStyle.fontSize = parseUnit(fontSize);\n }\n if (fontFamily) {\n oStyle.fontFamily = fontFamily;\n }\n if (lineHeight) {\n oStyle.lineHeight = lineHeight === 'normal' ? 1 : lineHeight;\n }\n },\n\n /**\n * Parses an SVG document, returning all of the gradient declarations found in it\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @return {Object} Gradient definitions; key corresponds to element id, value -- to gradient definition element\n */\n getGradientDefs: function(doc) {\n var tagArray = [\n 'linearGradient',\n 'radialGradient',\n 'svg:linearGradient',\n 'svg:radialGradient'],\n elList = _getMultipleNodes(doc, tagArray),\n el, j = 0, gradientDefs = { };\n j = elList.length;\n while (j--) {\n el = elList[j];\n if (el.getAttribute('xlink:href')) {\n recursivelyParseGradientsXlink(doc, el);\n }\n gradientDefs[el.getAttribute('id')] = el;\n }\n return gradientDefs;\n },\n\n /**\n * Returns an object of attributes' name/value, given element and an array of attribute names;\n * Parses parent \"g\" nodes recursively upwards.\n * @static\n * @memberOf fabric\n * @param {DOMElement} element Element to parse\n * @param {Array} attributes Array of attributes to parse\n * @return {Object} object containing parsed attributes' names/values\n */\n parseAttributes: function(element, attributes, svgUid) {\n\n if (!element) {\n return;\n }\n\n var value,\n parentAttributes = { },\n fontSize, parentFontSize;\n\n if (typeof svgUid === 'undefined') {\n svgUid = element.getAttribute('svgUid');\n }\n // if there's a parent container (`g` or `a` or `symbol` node), parse its attributes recursively upwards\n if (element.parentNode && fabric.svgValidParentsRegEx.test(element.parentNode.nodeName)) {\n parentAttributes = fabric.parseAttributes(element.parentNode, attributes, svgUid);\n }\n\n var ownAttributes = attributes.reduce(function(memo, attr) {\n value = element.getAttribute(attr);\n if (value) { // eslint-disable-line\n memo[attr] = value;\n }\n return memo;\n }, { });\n // add values parsed from style, which take precedence over attributes\n // (see: http://www.w3.org/TR/SVG/styling.html#UsingPresentationAttributes)\n var cssAttrs = extend(\n getGlobalStylesForElement(element, svgUid),\n fabric.parseStyleAttribute(element)\n );\n ownAttributes = extend(\n ownAttributes,\n cssAttrs\n );\n if (cssAttrs[cPath]) {\n element.setAttribute(cPath, cssAttrs[cPath]);\n }\n fontSize = parentFontSize = parentAttributes.fontSize || fabric.Text.DEFAULT_SVG_FONT_SIZE;\n if (ownAttributes[fSize]) {\n // looks like the minimum should be 9px when dealing with ems. this is what looks like in browsers.\n ownAttributes[fSize] = fontSize = parseUnit(ownAttributes[fSize], parentFontSize);\n }\n\n var normalizedAttr, normalizedValue, normalizedStyle = {};\n for (var attr in ownAttributes) {\n normalizedAttr = normalizeAttr(attr);\n normalizedValue = normalizeValue(normalizedAttr, ownAttributes[attr], parentAttributes, fontSize);\n normalizedStyle[normalizedAttr] = normalizedValue;\n }\n if (normalizedStyle && normalizedStyle.font) {\n fabric.parseFontDeclaration(normalizedStyle.font, normalizedStyle);\n }\n var mergedAttrs = extend(parentAttributes, normalizedStyle);\n return fabric.svgValidParentsRegEx.test(element.nodeName) ? mergedAttrs : _setStrokeFillOpacity(mergedAttrs);\n },\n\n /**\n * Transforms an array of svg elements to corresponding fabric.* instances\n * @static\n * @memberOf fabric\n * @param {Array} elements Array of elements to parse\n * @param {Function} callback Being passed an array of fabric instances (transformed from SVG elements)\n * @param {Object} [options] Options object\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n */\n parseElements: function(elements, callback, options, reviver, parsingOptions) {\n new fabric.ElementsParser(elements, callback, options, reviver, parsingOptions).parse();\n },\n\n /**\n * Parses \"style\" attribute, retuning an object with values\n * @static\n * @memberOf fabric\n * @param {SVGElement} element Element to parse\n * @return {Object} Objects with values parsed from style attribute of an element\n */\n parseStyleAttribute: function(element) {\n var oStyle = { },\n style = element.getAttribute('style');\n\n if (!style) {\n return oStyle;\n }\n\n if (typeof style === 'string') {\n parseStyleString(style, oStyle);\n }\n else {\n parseStyleObject(style, oStyle);\n }\n\n return oStyle;\n },\n\n /**\n * Parses \"points\" attribute, returning an array of values\n * @static\n * @memberOf fabric\n * @param {String} points points attribute string\n * @return {Array} array of points\n */\n parsePointsAttribute: function(points) {\n\n // points attribute is required and must not be empty\n if (!points) {\n return null;\n }\n\n // replace commas with whitespace and remove bookending whitespace\n points = points.replace(/,/g, ' ').trim();\n\n points = points.split(/\\s+/);\n var parsedPoints = [], i, len;\n\n for (i = 0, len = points.length; i < len; i += 2) {\n parsedPoints.push({\n x: parseFloat(points[i]),\n y: parseFloat(points[i + 1])\n });\n }\n\n // odd number of points is an error\n // if (parsedPoints.length % 2 !== 0) {\n // return null;\n // }\n\n return parsedPoints;\n },\n\n /**\n * Returns CSS rules for a given SVG document\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @return {Object} CSS rules of this document\n */\n getCSSRules: function(doc) {\n var styles = doc.getElementsByTagName('style'), i, len,\n allRules = { }, rules;\n\n // very crude parsing of style contents\n for (i = 0, len = styles.length; i < len; i++) {\n var styleContents = styles[i].textContent;\n\n // remove comments\n styleContents = styleContents.replace(/\\/\\*[\\s\\S]*?\\*\\//g, '');\n if (styleContents.trim() === '') {\n continue;\n }\n rules = styleContents.match(/[^{]*\\{[\\s\\S]*?\\}/g);\n rules = rules.map(function(rule) { return rule.trim(); });\n // eslint-disable-next-line no-loop-func\n rules.forEach(function(rule) {\n\n var match = rule.match(/([\\s\\S]*?)\\s*\\{([^}]*)\\}/),\n ruleObj = { }, declaration = match[2].trim(),\n propertyValuePairs = declaration.replace(/;$/, '').split(/\\s*;\\s*/);\n\n for (i = 0, len = propertyValuePairs.length; i < len; i++) {\n var pair = propertyValuePairs[i].split(/\\s*:\\s*/),\n property = pair[0],\n value = pair[1];\n ruleObj[property] = value;\n }\n rule = match[1];\n rule.split(',').forEach(function(_rule) {\n _rule = _rule.replace(/^svg/i, '').trim();\n if (_rule === '') {\n return;\n }\n if (allRules[_rule]) {\n fabric.util.object.extend(allRules[_rule], ruleObj);\n }\n else {\n allRules[_rule] = fabric.util.object.clone(ruleObj);\n }\n });\n });\n }\n return allRules;\n },\n\n /**\n * Takes url corresponding to an SVG document, and parses it into a set of fabric objects.\n * Note that SVG is fetched via XMLHttpRequest, so it needs to conform to SOP (Same Origin Policy)\n * @memberOf fabric\n * @param {String} url\n * @param {Function} callback\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [options] Object containing options for parsing\n * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources\n */\n loadSVGFromURL: function(url, callback, reviver, options) {\n\n url = url.replace(/^\\n\\s*/, '').trim();\n new fabric.util.request(url, {\n method: 'get',\n onComplete: onComplete\n });\n\n function onComplete(r) {\n\n var xml = r.responseXML;\n if (!xml || !xml.documentElement) {\n callback && callback(null);\n return false;\n }\n\n fabric.parseSVGDocument(xml.documentElement, function (results, _options, elements, allElements) {\n callback && callback(results, _options, elements, allElements);\n }, reviver, options);\n }\n },\n\n /**\n * Takes string corresponding to an SVG document, and parses it into a set of fabric objects\n * @memberOf fabric\n * @param {String} string\n * @param {Function} callback\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [options] Object containing options for parsing\n * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources\n */\n loadSVGFromString: function(string, callback, reviver, options) {\n var parser = new fabric.window.DOMParser(),\n doc = parser.parseFromString(string.trim(), 'text/xml');\n fabric.parseSVGDocument(doc.documentElement, function (results, _options, elements, allElements) {\n callback(results, _options, elements, allElements);\n }, reviver, options);\n }\n });\n\n})( true ? exports : 0);\n\n\nfabric.ElementsParser = function(elements, callback, options, reviver, parsingOptions, doc) {\n this.elements = elements;\n this.callback = callback;\n this.options = options;\n this.reviver = reviver;\n this.svgUid = (options && options.svgUid) || 0;\n this.parsingOptions = parsingOptions;\n this.regexUrl = /^url\\(['\"]?#([^'\"]+)['\"]?\\)/g;\n this.doc = doc;\n};\n\n(function(proto) {\n proto.parse = function() {\n this.instances = new Array(this.elements.length);\n this.numElements = this.elements.length;\n this.createObjects();\n };\n\n proto.createObjects = function() {\n var _this = this;\n this.elements.forEach(function(element, i) {\n element.setAttribute('svgUid', _this.svgUid);\n _this.createObject(element, i);\n });\n };\n\n proto.findTag = function(el) {\n return fabric[fabric.util.string.capitalize(el.tagName.replace('svg:', ''))];\n };\n\n proto.createObject = function(el, index) {\n var klass = this.findTag(el);\n if (klass && klass.fromElement) {\n try {\n klass.fromElement(el, this.createCallback(index, el), this.options);\n }\n catch (err) {\n fabric.log(err);\n }\n }\n else {\n this.checkIfDone();\n }\n };\n\n proto.createCallback = function(index, el) {\n var _this = this;\n return function(obj) {\n var _options;\n _this.resolveGradient(obj, el, 'fill');\n _this.resolveGradient(obj, el, 'stroke');\n if (obj instanceof fabric.Image && obj._originalElement) {\n _options = obj.parsePreserveAspectRatioAttribute(el);\n }\n obj._removeTransformMatrix(_options);\n _this.resolveClipPath(obj, el);\n _this.reviver && _this.reviver(el, obj);\n _this.instances[index] = obj;\n _this.checkIfDone();\n };\n };\n\n proto.extractPropertyDefinition = function(obj, property, storage) {\n var value = obj[property], regex = this.regexUrl;\n if (!regex.test(value)) {\n return;\n }\n regex.lastIndex = 0;\n var id = regex.exec(value)[1];\n regex.lastIndex = 0;\n return fabric[storage][this.svgUid][id];\n };\n\n proto.resolveGradient = function(obj, el, property) {\n var gradientDef = this.extractPropertyDefinition(obj, property, 'gradientDefs');\n if (gradientDef) {\n var opacityAttr = el.getAttribute(property + '-opacity');\n var gradient = fabric.Gradient.fromElement(gradientDef, obj, opacityAttr, this.options);\n obj.set(property, gradient);\n }\n };\n\n proto.createClipPathCallback = function(obj, container) {\n return function(_newObj) {\n _newObj._removeTransformMatrix();\n _newObj.fillRule = _newObj.clipRule;\n container.push(_newObj);\n };\n };\n\n proto.resolveClipPath = function(obj, usingElement) {\n var clipPath = this.extractPropertyDefinition(obj, 'clipPath', 'clipPaths'),\n element, klass, objTransformInv, container, gTransform, options;\n if (clipPath) {\n container = [];\n objTransformInv = fabric.util.invertTransform(obj.calcTransformMatrix());\n // move the clipPath tag as sibling to the real element that is using it\n var clipPathTag = clipPath[0].parentNode;\n var clipPathOwner = usingElement;\n while (clipPathOwner.parentNode && clipPathOwner.getAttribute('clip-path') !== obj.clipPath) {\n clipPathOwner = clipPathOwner.parentNode;\n }\n clipPathOwner.parentNode.appendChild(clipPathTag);\n for (var i = 0; i < clipPath.length; i++) {\n element = clipPath[i];\n klass = this.findTag(element);\n klass.fromElement(\n element,\n this.createClipPathCallback(obj, container),\n this.options\n );\n }\n if (container.length === 1) {\n clipPath = container[0];\n }\n else {\n clipPath = new fabric.Group(container);\n }\n gTransform = fabric.util.multiplyTransformMatrices(\n objTransformInv,\n clipPath.calcTransformMatrix()\n );\n if (clipPath.clipPath) {\n this.resolveClipPath(clipPath, clipPathOwner);\n }\n var options = fabric.util.qrDecompose(gTransform);\n clipPath.flipX = false;\n clipPath.flipY = false;\n clipPath.set('scaleX', options.scaleX);\n clipPath.set('scaleY', options.scaleY);\n clipPath.angle = options.angle;\n clipPath.skewX = options.skewX;\n clipPath.skewY = 0;\n clipPath.setPositionByOrigin({ x: options.translateX, y: options.translateY }, 'center', 'center');\n obj.clipPath = clipPath;\n }\n else {\n // if clip-path does not resolve to any element, delete the property.\n delete obj.clipPath;\n }\n };\n\n proto.checkIfDone = function() {\n if (--this.numElements === 0) {\n this.instances = this.instances.filter(function(el) {\n // eslint-disable-next-line no-eq-null, eqeqeq\n return el != null;\n });\n this.callback(this.instances, this.elements);\n }\n };\n})(fabric.ElementsParser.prototype);\n\n\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Point) {\n fabric.warn('fabric.Point is already defined');\n return;\n }\n\n fabric.Point = Point;\n\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */\n function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n\n Point.prototype = /** @lends fabric.Point.prototype */ {\n\n type: 'point',\n\n constructor: Point,\n\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */\n add: function (that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n addEquals: function (that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */\n scalarAdd: function (scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarAddEquals: function (scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */\n subtract: function (that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n subtractEquals: function (that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n scalarSubtract: function (scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarSubtractEquals: function (scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n multiply: function (scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n multiplyEquals: function (scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n divide: function (scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n divideEquals: function (scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n eq: function (that) {\n return (this.x === that.x && this.y === that.y);\n },\n\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lt: function (that) {\n return (this.x < that.x && this.y < that.y);\n },\n\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lte: function (that) {\n return (this.x <= that.x && this.y <= that.y);\n },\n\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gt: function (that) {\n return (this.x > that.x && this.y > that.y);\n },\n\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gte: function (that) {\n return (this.x >= that.x && this.y >= that.y);\n },\n\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */\n lerp: function (that, t) {\n if (typeof t === 'undefined') {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */\n distanceFrom: function (that) {\n var dx = this.x - that.x,\n dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n midPointFrom: function (that) {\n return this.lerp(that);\n },\n\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n min: function (that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n max: function (that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n\n /**\n * Returns string representation of this point\n * @return {String}\n */\n toString: function () {\n return this.x + ',' + this.y;\n },\n\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */\n setXY: function (x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */\n setX: function (x) {\n this.x = x;\n return this;\n },\n\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */\n setY: function (y) {\n this.y = y;\n return this;\n },\n\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */\n setFromPoint: function (that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */\n swap: function (that) {\n var x = this.x,\n y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */\n clone: function () {\n return new Point(this.x, this.y);\n }\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Intersection) {\n fabric.warn('fabric.Intersection is already defined');\n return;\n }\n\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */\n function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n\n fabric.Intersection = Intersection;\n\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n\n constructor: Intersection,\n\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoint: function (point) {\n this.points.push(point);\n return this;\n },\n\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoints: function (points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {\n var result,\n uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x),\n ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x),\n uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB,\n ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection('Intersection');\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n }\n else {\n result = new Intersection();\n }\n }\n else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection('Coincident');\n }\n else {\n result = new Intersection('Parallel');\n }\n }\n return result;\n };\n\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(),\n length = points.length,\n b1, b2, inter, i;\n\n for (i = 0; i < length; i++) {\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {\n var result = new Intersection(),\n length = points1.length, i;\n\n for (i = 0; i < length; i++) {\n var a1 = points1[i],\n a2 = points1[(i + 1) % length],\n inter = Intersection.intersectLinePolygon(a1, a2, points2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {\n var min = r1.min(r2),\n max = r1.max(r2),\n topRight = new fabric.Point(max.x, min.y),\n bottomLeft = new fabric.Point(min.x, max.y),\n inter1 = Intersection.intersectLinePolygon(min, topRight, points),\n inter2 = Intersection.intersectLinePolygon(topRight, max, points),\n inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points),\n inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points),\n result = new Intersection();\n\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Color) {\n fabric.warn('fabric.Color is already defined.');\n return;\n }\n\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */\n function Color(color) {\n if (!color) {\n this.setSource([0, 0, 0, 1]);\n }\n else {\n this._tryParsingColor(color);\n }\n }\n\n fabric.Color = Color;\n\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */\n _tryParsingColor: function(color) {\n var source;\n\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n\n if (color === 'transparent') {\n source = [255, 255, 255, 0];\n }\n\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [0, 0, 0, 1];\n }\n if (source) {\n this.setSource(source);\n }\n },\n\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */\n _rgbToHsl: function(r, g, b) {\n r /= 255; g /= 255; b /= 255;\n\n var h, s, l,\n max = fabric.util.array.max([r, g, b]),\n min = fabric.util.array.min([r, g, b]);\n\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch (max) {\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */\n getSource: function() {\n return this._source;\n },\n\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */\n setSource: function(source) {\n this._source = source;\n },\n\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */\n toRgb: function() {\n var source = this.getSource();\n return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';\n },\n\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */\n toRgba: function() {\n var source = this.getSource();\n return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */\n toHsl: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';\n },\n\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */\n toHsla: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */\n toHex: function() {\n var source = this.getSource(), r, g, b;\n\n r = source[0].toString(16);\n r = (r.length === 1) ? ('0' + r) : r;\n\n g = source[1].toString(16);\n g = (g.length === 1) ? ('0' + g) : g;\n\n b = source[2].toString(16);\n b = (b.length === 1) ? ('0' + b) : b;\n\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */\n toHexa: function() {\n var source = this.getSource(), a;\n\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = (a.length === 1) ? ('0' + a) : a;\n\n return this.toHex() + a.toUpperCase();\n },\n\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */\n getAlpha: function() {\n return this.getSource()[3];\n },\n\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */\n setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */\n toGrayscale: function() {\n var source = this.getSource(),\n average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),\n currentAlpha = source[3];\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */\n toBlackWhite: function(threshold) {\n var source = this.getSource(),\n average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),\n currentAlpha = source[3];\n\n threshold = threshold || 127;\n\n average = (Number(average) < Number(threshold)) ? 0 : 255;\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */\n overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n\n var result = [],\n alpha = this.getAlpha(),\n otherAlpha = 0.5,\n source = this.getSource(),\n otherSource = otherColor.getSource(), i;\n\n for (i = 0; i < 3; i++) {\n result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));\n }\n\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */\n fabric.Color.colorNameMap = {\n aliceblue: '#F0F8FF',\n antiquewhite: '#FAEBD7',\n aqua: '#00FFFF',\n aquamarine: '#7FFFD4',\n azure: '#F0FFFF',\n beige: '#F5F5DC',\n bisque: '#FFE4C4',\n black: '#000000',\n blanchedalmond: '#FFEBCD',\n blue: '#0000FF',\n blueviolet: '#8A2BE2',\n brown: '#A52A2A',\n burlywood: '#DEB887',\n cadetblue: '#5F9EA0',\n chartreuse: '#7FFF00',\n chocolate: '#D2691E',\n coral: '#FF7F50',\n cornflowerblue: '#6495ED',\n cornsilk: '#FFF8DC',\n crimson: '#DC143C',\n cyan: '#00FFFF',\n darkblue: '#00008B',\n darkcyan: '#008B8B',\n darkgoldenrod: '#B8860B',\n darkgray: '#A9A9A9',\n darkgrey: '#A9A9A9',\n darkgreen: '#006400',\n darkkhaki: '#BDB76B',\n darkmagenta: '#8B008B',\n darkolivegreen: '#556B2F',\n darkorange: '#FF8C00',\n darkorchid: '#9932CC',\n darkred: '#8B0000',\n darksalmon: '#E9967A',\n darkseagreen: '#8FBC8F',\n darkslateblue: '#483D8B',\n darkslategray: '#2F4F4F',\n darkslategrey: '#2F4F4F',\n darkturquoise: '#00CED1',\n darkviolet: '#9400D3',\n deeppink: '#FF1493',\n deepskyblue: '#00BFFF',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1E90FF',\n firebrick: '#B22222',\n floralwhite: '#FFFAF0',\n forestgreen: '#228B22',\n fuchsia: '#FF00FF',\n gainsboro: '#DCDCDC',\n ghostwhite: '#F8F8FF',\n gold: '#FFD700',\n goldenrod: '#DAA520',\n gray: '#808080',\n grey: '#808080',\n green: '#008000',\n greenyellow: '#ADFF2F',\n honeydew: '#F0FFF0',\n hotpink: '#FF69B4',\n indianred: '#CD5C5C',\n indigo: '#4B0082',\n ivory: '#FFFFF0',\n khaki: '#F0E68C',\n lavender: '#E6E6FA',\n lavenderblush: '#FFF0F5',\n lawngreen: '#7CFC00',\n lemonchiffon: '#FFFACD',\n lightblue: '#ADD8E6',\n lightcoral: '#F08080',\n lightcyan: '#E0FFFF',\n lightgoldenrodyellow: '#FAFAD2',\n lightgray: '#D3D3D3',\n lightgrey: '#D3D3D3',\n lightgreen: '#90EE90',\n lightpink: '#FFB6C1',\n lightsalmon: '#FFA07A',\n lightseagreen: '#20B2AA',\n lightskyblue: '#87CEFA',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#B0C4DE',\n lightyellow: '#FFFFE0',\n lime: '#00FF00',\n limegreen: '#32CD32',\n linen: '#FAF0E6',\n magenta: '#FF00FF',\n maroon: '#800000',\n mediumaquamarine: '#66CDAA',\n mediumblue: '#0000CD',\n mediumorchid: '#BA55D3',\n mediumpurple: '#9370DB',\n mediumseagreen: '#3CB371',\n mediumslateblue: '#7B68EE',\n mediumspringgreen: '#00FA9A',\n mediumturquoise: '#48D1CC',\n mediumvioletred: '#C71585',\n midnightblue: '#191970',\n mintcream: '#F5FFFA',\n mistyrose: '#FFE4E1',\n moccasin: '#FFE4B5',\n navajowhite: '#FFDEAD',\n navy: '#000080',\n oldlace: '#FDF5E6',\n olive: '#808000',\n olivedrab: '#6B8E23',\n orange: '#FFA500',\n orangered: '#FF4500',\n orchid: '#DA70D6',\n palegoldenrod: '#EEE8AA',\n palegreen: '#98FB98',\n paleturquoise: '#AFEEEE',\n palevioletred: '#DB7093',\n papayawhip: '#FFEFD5',\n peachpuff: '#FFDAB9',\n peru: '#CD853F',\n pink: '#FFC0CB',\n plum: '#DDA0DD',\n powderblue: '#B0E0E6',\n purple: '#800080',\n rebeccapurple: '#663399',\n red: '#FF0000',\n rosybrown: '#BC8F8F',\n royalblue: '#4169E1',\n saddlebrown: '#8B4513',\n salmon: '#FA8072',\n sandybrown: '#F4A460',\n seagreen: '#2E8B57',\n seashell: '#FFF5EE',\n sienna: '#A0522D',\n silver: '#C0C0C0',\n skyblue: '#87CEEB',\n slateblue: '#6A5ACD',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#FFFAFA',\n springgreen: '#00FF7F',\n steelblue: '#4682B4',\n tan: '#D2B48C',\n teal: '#008080',\n thistle: '#D8BFD8',\n tomato: '#FF6347',\n turquoise: '#40E0D0',\n violet: '#EE82EE',\n wheat: '#F5DEB3',\n white: '#FFFFFF',\n whitesmoke: '#F5F5F5',\n yellow: '#FFFF00',\n yellowgreen: '#9ACD32'\n };\n\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */\n function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */\n fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */\n fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1),\n g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1),\n b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromRgba = Color.fromRgb;\n\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */\n fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n\n var h = (((parseFloat(match[1]) % 360) + 360) % 360) / 360,\n s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1),\n l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1),\n r, g, b;\n\n if (s === 0) {\n r = g = b = l;\n }\n else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,\n p = l * 2 - q;\n\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsla = Color.fromHsl;\n\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */\n fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */\n fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf('#') + 1),\n isShortNotation = (value.length === 3 || value.length === 4),\n isRGBa = (value.length === 8 || value.length === 4),\n r = isShortNotation ? (value.charAt(0) + value.charAt(0)) : value.substring(0, 2),\n g = isShortNotation ? (value.charAt(1) + value.charAt(1)) : value.substring(2, 4),\n b = isShortNotation ? (value.charAt(2) + value.charAt(2)) : value.substring(4, 6),\n a = isRGBa ? (isShortNotation ? (value.charAt(3) + value.charAt(3)) : value.substring(6, 8)) : 'FF';\n\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */\n fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n scaleMap = ['e', 'se', 's', 'sw', 'w', 'nw', 'n', 'ne', 'e'],\n skewMap = ['ns', 'nesw', 'ew', 'nwse'],\n controls = {},\n LEFT = 'left', TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', CENTER = 'center',\n opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER,\n }, radiansToDegrees = fabric.util.radiansToDegrees,\n sign = (Math.sign || function(x) { return ((x > 0) - (x < 0)) || +x; });\n\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */\n function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round((cornerAngle % 360) / 45);\n }\n\n function fireEvent(eventName, options) {\n var target = options.transform.target,\n canvas = target.canvas,\n canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire('object:' + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */\n function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey,\n uniformIsToggled = eventData[uniScaleKey];\n return (canvas.uniformScaling && !uniformIsToggled) ||\n (!canvas.uniformScaling && uniformIsToggled);\n }\n\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */\n function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */\n function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === 'x') {\n return true;\n }\n if (lockY && by === 'y') {\n return true;\n }\n return false;\n }\n\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed',\n scaleProportionally = scaleIsProportional(eventData, fabricObject),\n by = '';\n if (control.x !== 0 && control.y === 0) {\n by = 'x';\n }\n else if (control.x === 0 && control.y !== 0) {\n by = 'y';\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + '-resize';\n }\n\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed';\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + '-resize';\n }\n\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */\n function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewX' : 'scaleY';\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewY' : 'scaleX';\n }\n }\n\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return 'not-allowed';\n }\n return control.cursorStyle;\n }\n\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y,\n }\n };\n }\n\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(),\n constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY),\n actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */\n function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target,\n control = target.controls[transform.corner],\n zoom = target.canvas.getZoom(),\n padding = target.padding / zoom,\n localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */\n function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */\n function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n\n /**\n * Action handler for skewing on the X axis\n * @private\n */\n function skewObjectX(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x,\n currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleX), (dimNoSkew.y / target.scaleY))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set('skewX', newSkew);\n compensateScaleForSkew(target, 'skewY', 'scaleY', 'y', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Action handler for skewing on the Y axis\n * @private\n */\n function skewObjectY(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y,\n currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleY), (dimNoSkew.x / target.scaleX))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set('skewY', newSkew);\n compensateScaleForSkew(target, 'skewX', 'scaleX', 'x', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n }\n else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n }\n else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n }\n else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n }\n else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */\n function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform,\n target = t.target,\n pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n\n if (target.lockRotation) {\n return false;\n }\n\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x),\n curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x),\n angle = radiansToDegrees(curAngle - lastAngle + t.theta),\n hasRotated = true;\n\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle,\n snapThreshold = target.snapThreshold || snapAngle,\n rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,\n leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n }\n else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */\n function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target,\n lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY,\n by = options.by, newPoint, scaleX, scaleY, dim,\n scaleProportionally = scaleIsProportional(eventData, target),\n forbidScaling = scalingIsForbidden(target, by, scaleProportionally),\n signX, signY, gestureScale = transform.gestureScale;\n\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n }\n else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== 'y' ? sign(newPoint.x) : 1;\n signY = by !== 'x' ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n\n if (target.lockScalingFlip &&\n (transform.signX !== signX || transform.signY !== signY)\n ) {\n return false;\n }\n\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y),\n original = transform.original,\n originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) +\n Math.abs(dim.y * original.scaleY / target.scaleY),\n scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n }\n else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== 'y') {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== 'x') {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set('scaleX', scaleX);\n !lockScalingY && target.set('scaleY', scaleY);\n }\n else {\n // forbidden cases already handled on top here.\n by === 'x' && target.set('scaleX', scaleX);\n by === 'y' && target.set('scaleY', scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'x' });\n }\n\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'y' });\n }\n\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1),\n multiplier = isTransformCentered(transform) ? 2 : 1,\n oldWidth = target.width,\n newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set('width', Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */\n function dragHandler(eventData, transform, x, y) {\n var target = transform.target,\n newLeft = x - transform.offsetX,\n newTop = y - transform.offsetY,\n moveX = !target.get('lockMovementX') && target.left !== newLeft,\n moveY = !target.get('lockMovementY') && target.top !== newTop;\n moveX && target.set('left', newLeft);\n moveY && target.set('top', newTop);\n if (moveX || moveY) {\n fireEvent('moving', commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent('rotating', wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent('scaling', wrapWithFixedAnchor( scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent('resizing', wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n degreesToRadians = fabric.util.degreesToRadians,\n controls = fabric.controlsUtils;\n\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderCircleControl (ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor),\n myLeft = left,\n myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n }\n else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n }\n else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (\n styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor\n ), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + 'Rect'](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n function Control(options) {\n for (var i in options) {\n this[i] = options[i];\n }\n }\n\n fabric.Control = Control;\n\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n\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 controlset.\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 boundindbox, 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: null,\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: null,\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: null,\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: null,\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 /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} 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 actionHandler: function(/* eventData, transformData, x, y */) { },\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 {Object} 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 mouseDownHandler: function(/* eventData, transformData, x, y */) { },\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 {Object} 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 mouseUpHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getActionHandler: function(/* eventData, fabricObject, control */) {\n return this.actionHandler;\n },\n\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseDownHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseDownHandler;\n },\n\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseUpHandler: function(/* eventData, fabricObject, control */) {\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 {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n cursorStyleHandler: function(eventData, control /* fabricObject */) {\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 {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n getActionName: function(eventData, control /* fabricObject */) {\n return control.actionName;\n },\n\n /**\n * Returns controls visibility\n * @param {fabric.Object} 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: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== 'undefined') {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */\n setVisibility: function(visibility /* name, fabricObject */) {\n this.visible = visibility;\n },\n\n\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY }, finalMatrix);\n return point;\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: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset,\n sinHalfOffset,\n cosHalfOffsetComp,\n sinHalfOffsetComp,\n xSize = (isTouch) ? this.touchSizeX : this.sizeX,\n ySize = (isTouch) ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n }\n else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = (xSize && ySize) ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */\n cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp,\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset,\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset,\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp,\n },\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 {fabric.Object} fabricObject the object where the control is about to be rendered\n */\n render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n case 'circle':\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n },\n };\n\n})( true ? exports : 0);\n\n\n(function() {\n\n /* _FROM_SVG_START_ */\n function getColorStop(el, multiplier) {\n var style = el.getAttribute('style'),\n offset = el.getAttribute('offset') || 0,\n color, colorAlpha, opacity, i;\n\n // convert percents to absolute values\n offset = parseFloat(offset) / (/%$/.test(offset) ? 100 : 1);\n offset = offset < 0 ? 0 : offset > 1 ? 1 : offset;\n if (style) {\n var keyValuePairs = style.split(/\\s*;\\s*/);\n\n if (keyValuePairs[keyValuePairs.length - 1] === '') {\n keyValuePairs.pop();\n }\n\n for (i = keyValuePairs.length; i--; ) {\n\n var split = keyValuePairs[i].split(/\\s*:\\s*/),\n key = split[0].trim(),\n value = split[1].trim();\n\n if (key === 'stop-color') {\n color = value;\n }\n else if (key === 'stop-opacity') {\n opacity = value;\n }\n }\n }\n\n if (!color) {\n color = el.getAttribute('stop-color') || 'rgb(0,0,0)';\n }\n if (!opacity) {\n opacity = el.getAttribute('stop-opacity');\n }\n\n color = new fabric.Color(color);\n colorAlpha = color.getAlpha();\n opacity = isNaN(parseFloat(opacity)) ? 1 : parseFloat(opacity);\n opacity *= colorAlpha * multiplier;\n\n return {\n offset: offset,\n color: color.toRgb(),\n opacity: opacity\n };\n }\n\n function getLinearCoords(el) {\n return {\n x1: el.getAttribute('x1') || 0,\n y1: el.getAttribute('y1') || 0,\n x2: el.getAttribute('x2') || '100%',\n y2: el.getAttribute('y2') || 0\n };\n }\n\n function getRadialCoords(el) {\n return {\n x1: el.getAttribute('fx') || el.getAttribute('cx') || '50%',\n y1: el.getAttribute('fy') || el.getAttribute('cy') || '50%',\n r1: 0,\n x2: el.getAttribute('cx') || '50%',\n y2: el.getAttribute('cy') || '50%',\n r2: el.getAttribute('r') || '50%'\n };\n }\n /* _FROM_SVG_END_ */\n\n var clone = fabric.util.object.clone;\n\n /**\n * Gradient class\n * @class fabric.Gradient\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#gradients}\n * @see {@link fabric.Gradient#initialize} for constructor definition\n */\n fabric.Gradient = fabric.util.createClass(/** @lends fabric.Gradient.prototype */ {\n\n /**\n * Horizontal offset for aligning gradients coming from SVG when outside pathgroups\n * @type Number\n * @default 0\n */\n offsetX: 0,\n\n /**\n * Vertical offset for aligning gradients coming from SVG when outside pathgroups\n * @type Number\n * @default 0\n */\n offsetY: 0,\n\n /**\n * A transform matrix to apply to the gradient before painting.\n * Imported from svg gradients, is not applied with the current transform in the center.\n * Before this transform is applied, the origin point is at the top left corner of the object\n * plus the addition of offsetY and offsetX.\n * @type Number[]\n * @default null\n */\n gradientTransform: null,\n\n /**\n * coordinates units for coords.\n * If `pixels`, the number of coords are in the same unit of width / height.\n * If set as `percentage` the coords are still a number, but 1 means 100% of width\n * for the X and 100% of the height for the y. It can be bigger than 1 and negative.\n * allowed values pixels or percentage.\n * @type String\n * @default 'pixels'\n */\n gradientUnits: 'pixels',\n\n /**\n * Gradient type linear or radial\n * @type String\n * @default 'pixels'\n */\n type: 'linear',\n\n /**\n * Constructor\n * @param {Object} options Options object with type, coords, gradientUnits and colorStops\n * @param {Object} [options.type] gradient type linear or radial\n * @param {Object} [options.gradientUnits] gradient units\n * @param {Object} [options.offsetX] SVG import compatibility\n * @param {Object} [options.offsetY] SVG import compatibility\n * @param {Object[]} options.colorStops contains the colorstops.\n * @param {Object} options.coords contains the coords of the gradient\n * @param {Number} [options.coords.x1] X coordiante of the first point for linear or of the focal point for radial\n * @param {Number} [options.coords.y1] Y coordiante of the first point for linear or of the focal point for radial\n * @param {Number} [options.coords.x2] X coordiante of the second point for linear or of the center point for radial\n * @param {Number} [options.coords.y2] Y coordiante of the second point for linear or of the center point for radial\n * @param {Number} [options.coords.r1] only for radial gradient, radius of the inner circle\n * @param {Number} [options.coords.r2] only for radial gradient, radius of the external circle\n * @return {fabric.Gradient} thisArg\n */\n initialize: function(options) {\n options || (options = { });\n options.coords || (options.coords = { });\n\n var coords, _this = this;\n\n // sets everything, then coords and colorstops get sets again\n Object.keys(options).forEach(function(option) {\n _this[option] = options[option];\n });\n\n if (this.id) {\n this.id += '_' + fabric.Object.__uid++;\n }\n else {\n this.id = fabric.Object.__uid++;\n }\n\n coords = {\n x1: options.coords.x1 || 0,\n y1: options.coords.y1 || 0,\n x2: options.coords.x2 || 0,\n y2: options.coords.y2 || 0\n };\n\n if (this.type === 'radial') {\n coords.r1 = options.coords.r1 || 0;\n coords.r2 = options.coords.r2 || 0;\n }\n\n this.coords = coords;\n this.colorStops = options.colorStops.slice();\n },\n\n /**\n * Adds another colorStop\n * @param {Object} colorStop Object with offset and color\n * @return {fabric.Gradient} thisArg\n */\n addColorStop: function(colorStops) {\n for (var position in colorStops) {\n var color = new fabric.Color(colorStops[position]);\n this.colorStops.push({\n offset: parseFloat(position),\n color: color.toRgb(),\n opacity: color.getAlpha()\n });\n }\n return this;\n },\n\n /**\n * Returns object representation of a gradient\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object}\n */\n toObject: function(propertiesToInclude) {\n var object = {\n type: this.type,\n coords: this.coords,\n colorStops: this.colorStops,\n offsetX: this.offsetX,\n offsetY: this.offsetY,\n gradientUnits: this.gradientUnits,\n gradientTransform: this.gradientTransform ? this.gradientTransform.concat() : this.gradientTransform\n };\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n\n return object;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of an gradient\n * @param {Object} object Object to create a gradient for\n * @return {String} SVG representation of an gradient (linear/radial)\n */\n toSVG: function(object, options) {\n var coords = clone(this.coords, true), i, len, options = options || {},\n markup, commonAttributes, colorStops = clone(this.colorStops, true),\n needsSwap = coords.r1 > coords.r2,\n transform = this.gradientTransform ? this.gradientTransform.concat() : fabric.iMatrix.concat(),\n offsetX = -this.offsetX, offsetY = -this.offsetY,\n withViewport = !!options.additionalTransform,\n gradientUnits = this.gradientUnits === 'pixels' ? 'userSpaceOnUse' : 'objectBoundingBox';\n // colorStops must be sorted ascending\n colorStops.sort(function(a, b) {\n return a.offset - b.offset;\n });\n\n if (gradientUnits === 'objectBoundingBox') {\n offsetX /= object.width;\n offsetY /= object.height;\n }\n else {\n offsetX += object.width / 2;\n offsetY += object.height / 2;\n }\n if (object.type === 'path' && this.gradientUnits !== 'percentage') {\n offsetX -= object.pathOffset.x;\n offsetY -= object.pathOffset.y;\n }\n\n\n transform[4] -= offsetX;\n transform[5] -= offsetY;\n\n commonAttributes = 'id=\"SVGID_' + this.id +\n '\" gradientUnits=\"' + gradientUnits + '\"';\n commonAttributes += ' gradientTransform=\"' + (withViewport ?\n options.additionalTransform + ' ' : '') + fabric.util.matrixToSVG(transform) + '\" ';\n\n if (this.type === 'linear') {\n markup = [\n '\\n'\n ];\n }\n else if (this.type === 'radial') {\n // svg radial gradient has just 1 radius. the biggest.\n markup = [\n '\\n'\n ];\n }\n\n if (this.type === 'radial') {\n if (needsSwap) {\n // svg goes from internal to external radius. if radius are inverted, swap color stops.\n colorStops = colorStops.concat();\n colorStops.reverse();\n for (i = 0, len = colorStops.length; i < len; i++) {\n colorStops[i].offset = 1 - colorStops[i].offset;\n }\n }\n var minRadius = Math.min(coords.r1, coords.r2);\n if (minRadius > 0) {\n // i have to shift all colorStops and add new one in 0.\n var maxRadius = Math.max(coords.r1, coords.r2),\n percentageShift = minRadius / maxRadius;\n for (i = 0, len = colorStops.length; i < len; i++) {\n colorStops[i].offset += percentageShift * (1 - colorStops[i].offset);\n }\n }\n }\n\n for (i = 0, len = colorStops.length; i < len; i++) {\n var colorStop = colorStops[i];\n markup.push(\n '\\n'\n );\n }\n\n markup.push((this.type === 'linear' ? '\\n' : '\\n'));\n\n return markup.join('');\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns an instance of CanvasGradient\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {CanvasGradient}\n */\n toLive: function(ctx) {\n var gradient, coords = fabric.util.object.clone(this.coords), i, len;\n\n if (!this.type) {\n return;\n }\n\n if (this.type === 'linear') {\n gradient = ctx.createLinearGradient(\n coords.x1, coords.y1, coords.x2, coords.y2);\n }\n else if (this.type === 'radial') {\n gradient = ctx.createRadialGradient(\n coords.x1, coords.y1, coords.r1, coords.x2, coords.y2, coords.r2);\n }\n\n for (i = 0, len = this.colorStops.length; i < len; i++) {\n var color = this.colorStops[i].color,\n opacity = this.colorStops[i].opacity,\n offset = this.colorStops[i].offset;\n\n if (typeof opacity !== 'undefined') {\n color = new fabric.Color(color).setAlpha(opacity).toRgba();\n }\n gradient.addColorStop(offset, color);\n }\n\n return gradient;\n }\n });\n\n fabric.util.object.extend(fabric.Gradient, {\n\n /* _FROM_SVG_START_ */\n /**\n * Returns {@link fabric.Gradient} instance from an SVG element\n * @static\n * @memberOf fabric.Gradient\n * @param {SVGGradientElement} el SVG gradient element\n * @param {fabric.Object} instance\n * @param {String} opacityAttr A fill-opacity or stroke-opacity attribute to multiply to each stop's opacity.\n * @param {Object} svgOptions an object containing the size of the SVG in order to parse correctly gradients\n * that uses gradientUnits as 'userSpaceOnUse' and percentages.\n * @param {Object.number} viewBoxWidth width part of the viewBox attribute on svg\n * @param {Object.number} viewBoxHeight height part of the viewBox attribute on svg\n * @param {Object.number} width width part of the svg tag if viewBox is not specified\n * @param {Object.number} height height part of the svg tag if viewBox is not specified\n * @return {fabric.Gradient} Gradient instance\n * @see http://www.w3.org/TR/SVG/pservers.html#LinearGradientElement\n * @see http://www.w3.org/TR/SVG/pservers.html#RadialGradientElement\n */\n fromElement: function(el, instance, opacityAttr, svgOptions) {\n /**\n * @example:\n *\n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n * \n *\n */\n\n var multiplier = parseFloat(opacityAttr) / (/%$/.test(opacityAttr) ? 100 : 1);\n multiplier = multiplier < 0 ? 0 : multiplier > 1 ? 1 : multiplier;\n if (isNaN(multiplier)) {\n multiplier = 1;\n }\n\n var colorStopEls = el.getElementsByTagName('stop'),\n type,\n gradientUnits = el.getAttribute('gradientUnits') === 'userSpaceOnUse' ?\n 'pixels' : 'percentage',\n gradientTransform = el.getAttribute('gradientTransform') || '',\n colorStops = [],\n coords, i, offsetX = 0, offsetY = 0,\n transformMatrix;\n if (el.nodeName === 'linearGradient' || el.nodeName === 'LINEARGRADIENT') {\n type = 'linear';\n coords = getLinearCoords(el);\n }\n else {\n type = 'radial';\n coords = getRadialCoords(el);\n }\n\n for (i = colorStopEls.length; i--; ) {\n colorStops.push(getColorStop(colorStopEls[i], multiplier));\n }\n\n transformMatrix = fabric.parseTransformAttribute(gradientTransform);\n\n __convertPercentUnitsToValues(instance, coords, svgOptions, gradientUnits);\n\n if (gradientUnits === 'pixels') {\n offsetX = -instance.left;\n offsetY = -instance.top;\n }\n\n var gradient = new fabric.Gradient({\n id: el.getAttribute('id'),\n type: type,\n coords: coords,\n colorStops: colorStops,\n gradientUnits: gradientUnits,\n gradientTransform: transformMatrix,\n offsetX: offsetX,\n offsetY: offsetY,\n });\n\n return gradient;\n }\n /* _FROM_SVG_END_ */\n });\n\n /**\n * @private\n */\n function __convertPercentUnitsToValues(instance, options, svgOptions, gradientUnits) {\n var propValue, finalValue;\n Object.keys(options).forEach(function(prop) {\n propValue = options[prop];\n if (propValue === 'Infinity') {\n finalValue = 1;\n }\n else if (propValue === '-Infinity') {\n finalValue = 0;\n }\n else {\n finalValue = parseFloat(options[prop], 10);\n if (typeof propValue === 'string' && /^(\\d+\\.\\d+)%|(\\d+)%$/.test(propValue)) {\n finalValue *= 0.01;\n if (gradientUnits === 'pixels') {\n // then we need to fix those percentages here in svg parsing\n if (prop === 'x1' || prop === 'x2' || prop === 'r2') {\n finalValue *= svgOptions.viewBoxWidth || svgOptions.width;\n }\n if (prop === 'y1' || prop === 'y2') {\n finalValue *= svgOptions.viewBoxHeight || svgOptions.height;\n }\n }\n }\n }\n options[prop] = finalValue;\n });\n }\n})();\n\n\n(function() {\n\n 'use strict';\n\n var toFixed = fabric.util.toFixed;\n\n /**\n * Pattern class\n * @class fabric.Pattern\n * @see {@link http://fabricjs.com/patterns|Pattern demo}\n * @see {@link http://fabricjs.com/dynamic-patterns|DynamicPattern demo}\n * @see {@link fabric.Pattern#initialize} for constructor definition\n */\n\n\n fabric.Pattern = fabric.util.createClass(/** @lends fabric.Pattern.prototype */ {\n\n /**\n * Repeat property of a pattern (one of repeat, repeat-x, repeat-y or no-repeat)\n * @type String\n * @default\n */\n repeat: 'repeat',\n\n /**\n * Pattern horizontal offset from object's left/top corner\n * @type Number\n * @default\n */\n offsetX: 0,\n\n /**\n * Pattern vertical offset from object's left/top corner\n * @type Number\n * @default\n */\n offsetY: 0,\n\n /**\n * crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @type String\n * @default\n */\n crossOrigin: '',\n\n /**\n * transform matrix to change the pattern, imported from svgs.\n * @type Array\n * @default\n */\n patternTransform: null,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @param {Function} [callback] function to invoke after callback init.\n * @return {fabric.Pattern} thisArg\n */\n initialize: function(options, callback) {\n options || (options = { });\n\n this.id = fabric.Object.__uid++;\n this.setOptions(options);\n if (!options.source || (options.source && typeof options.source !== 'string')) {\n callback && callback(this);\n return;\n }\n else {\n // img src string\n var _this = this;\n this.source = fabric.util.createImage();\n fabric.util.loadImage(options.source, function(img, isError) {\n _this.source = img;\n callback && callback(_this, isError);\n }, null, this.crossOrigin);\n }\n },\n\n /**\n * Returns object representation of a pattern\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of a pattern instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n source, object;\n\n // element\n if (typeof this.source.src === 'string') {\n source = this.source.src;\n }\n // element\n else if (typeof this.source === 'object' && this.source.toDataURL) {\n source = this.source.toDataURL();\n }\n\n object = {\n type: 'pattern',\n source: source,\n repeat: this.repeat,\n crossOrigin: this.crossOrigin,\n offsetX: toFixed(this.offsetX, NUM_FRACTION_DIGITS),\n offsetY: toFixed(this.offsetY, NUM_FRACTION_DIGITS),\n patternTransform: this.patternTransform ? this.patternTransform.concat() : null\n };\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n\n return object;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of a pattern\n * @param {fabric.Object} object\n * @return {String} SVG representation of a pattern\n */\n toSVG: function(object) {\n var patternSource = typeof this.source === 'function' ? this.source() : this.source,\n patternWidth = patternSource.width / object.width,\n patternHeight = patternSource.height / object.height,\n patternOffsetX = this.offsetX / object.width,\n patternOffsetY = this.offsetY / object.height,\n patternImgSrc = '';\n if (this.repeat === 'repeat-x' || this.repeat === 'no-repeat') {\n patternHeight = 1;\n if (patternOffsetY) {\n patternHeight += Math.abs(patternOffsetY);\n }\n }\n if (this.repeat === 'repeat-y' || this.repeat === 'no-repeat') {\n patternWidth = 1;\n if (patternOffsetX) {\n patternWidth += Math.abs(patternOffsetX);\n }\n\n }\n if (patternSource.src) {\n patternImgSrc = patternSource.src;\n }\n else if (patternSource.toDataURL) {\n patternImgSrc = patternSource.toDataURL();\n }\n\n return '\\n' +\n '\\n' +\n '\\n';\n },\n /* _TO_SVG_END_ */\n\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Returns an instance of CanvasPattern\n * @param {CanvasRenderingContext2D} ctx Context to create pattern\n * @return {CanvasPattern}\n */\n toLive: function(ctx) {\n var source = this.source;\n // if the image failed to load, return, and allow rest to continue loading\n if (!source) {\n return '';\n }\n\n // if an image\n if (typeof source.src !== 'undefined') {\n if (!source.complete) {\n return '';\n }\n if (source.naturalWidth === 0 || source.naturalHeight === 0) {\n return '';\n }\n }\n return ctx.createPattern(source, this.repeat);\n }\n });\n})();\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n toFixed = fabric.util.toFixed;\n\n if (fabric.Shadow) {\n fabric.warn('fabric.Shadow is already defined.');\n return;\n }\n\n /**\n * Shadow class\n * @class fabric.Shadow\n * @see {@link http://fabricjs.com/shadows|Shadow demo}\n * @see {@link fabric.Shadow#initialize} for constructor definition\n */\n fabric.Shadow = fabric.util.createClass(/** @lends fabric.Shadow.prototype */ {\n\n /**\n * Shadow color\n * @type String\n * @default\n */\n color: 'rgb(0,0,0)',\n\n /**\n * Shadow blur\n * @type Number\n */\n blur: 0,\n\n /**\n * Shadow horizontal offset\n * @type Number\n * @default\n */\n offsetX: 0,\n\n /**\n * Shadow vertical offset\n * @type Number\n * @default\n */\n offsetY: 0,\n\n /**\n * Whether the shadow should affect stroke operations\n * @type Boolean\n * @default\n */\n affectStroke: false,\n\n /**\n * Indicates whether toObject should include default values\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `false`, the shadow will scale with the object.\n * When `true`, the shadow's offsetX, offsetY, and blur will not be affected by the object's scale.\n * default to false\n * @type Boolean\n * @default\n */\n nonScaling: false,\n\n /**\n * Constructor\n * @param {Object|String} [options] Options object with any of color, blur, offsetX, offsetY properties or string (e.g. \"rgba(0,0,0,0.2) 2px 2px 10px\")\n * @return {fabric.Shadow} thisArg\n */\n initialize: function(options) {\n\n if (typeof options === 'string') {\n options = this._parseShadow(options);\n }\n\n for (var prop in options) {\n this[prop] = options[prop];\n }\n\n this.id = fabric.Object.__uid++;\n },\n\n /**\n * @private\n * @param {String} shadow Shadow value to parse\n * @return {Object} Shadow object with color, offsetX, offsetY and blur\n */\n _parseShadow: function(shadow) {\n var shadowStr = shadow.trim(),\n offsetsAndBlur = fabric.Shadow.reOffsetsAndBlur.exec(shadowStr) || [],\n color = shadowStr.replace(fabric.Shadow.reOffsetsAndBlur, '') || 'rgb(0,0,0)';\n\n return {\n color: color.trim(),\n offsetX: parseFloat(offsetsAndBlur[1], 10) || 0,\n offsetY: parseFloat(offsetsAndBlur[2], 10) || 0,\n blur: parseFloat(offsetsAndBlur[3], 10) || 0\n };\n },\n\n /**\n * Returns a string representation of an instance\n * @see http://www.w3.org/TR/css-text-decor-3/#text-shadow\n * @return {String} Returns CSS3 text-shadow declaration\n */\n toString: function() {\n return [this.offsetX, this.offsetY, this.blur, this.color].join('px ');\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of a shadow\n * @param {fabric.Object} object\n * @return {String} SVG representation of a shadow\n */\n toSVG: function(object) {\n var fBoxX = 40, fBoxY = 40, NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n offset = fabric.util.rotateVector(\n { x: this.offsetX, y: this.offsetY },\n fabric.util.degreesToRadians(-object.angle)),\n BLUR_BOX = 20, color = new fabric.Color(this.color);\n\n if (object.width && object.height) {\n //http://www.w3.org/TR/SVG/filters.html#FilterEffectsRegion\n // we add some extra space to filter box to contain the blur ( 20 )\n fBoxX = toFixed((Math.abs(offset.x) + this.blur) / object.width, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;\n fBoxY = toFixed((Math.abs(offset.y) + this.blur) / object.height, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;\n }\n if (object.flipX) {\n offset.x *= -1;\n }\n if (object.flipY) {\n offset.y *= -1;\n }\n\n return (\n '\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\t\\n' +\n '\\t\\t\\n' +\n '\\t\\n' +\n '\\n');\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns object representation of a shadow\n * @return {Object} Object representation of a shadow instance\n */\n toObject: function() {\n if (this.includeDefaultValues) {\n return {\n color: this.color,\n blur: this.blur,\n offsetX: this.offsetX,\n offsetY: this.offsetY,\n affectStroke: this.affectStroke,\n nonScaling: this.nonScaling\n };\n }\n var obj = { }, proto = fabric.Shadow.prototype;\n\n ['color', 'blur', 'offsetX', 'offsetY', 'affectStroke', 'nonScaling'].forEach(function(prop) {\n if (this[prop] !== proto[prop]) {\n obj[prop] = this[prop];\n }\n }, this);\n\n return obj;\n }\n });\n\n /**\n * Regex matching shadow offsetX, offsetY and blur (ex: \"2px 2px 10px rgba(0,0,0,0.2)\", \"rgb(0,255,0) 2px 2px\")\n * @static\n * @field\n * @memberOf fabric.Shadow\n */\n // eslint-disable-next-line max-len\n fabric.Shadow.reOffsetsAndBlur = /(?:\\s|^)(-?\\d+(?:\\.\\d*)?(?:px)?(?:\\s?|$))?(-?\\d+(?:\\.\\d*)?(?:px)?(?:\\s?|$))?(\\d+(?:\\.\\d*)?(?:px)?)?(?:\\s?|$)(?:$|\\s)/;\n\n})( true ? exports : 0);\n\n\n(function () {\n\n 'use strict';\n\n if (fabric.StaticCanvas) {\n fabric.warn('fabric.StaticCanvas is already defined.');\n return;\n }\n\n // aliases for faster resolution\n var extend = fabric.util.object.extend,\n getElementOffset = fabric.util.getElementOffset,\n removeFromArray = fabric.util.removeFromArray,\n toFixed = fabric.util.toFixed,\n transformPoint = fabric.util.transformPoint,\n invertTransform = fabric.util.invertTransform,\n getNodeCanvas = fabric.util.getNodeCanvas,\n createCanvasElement = fabric.util.createCanvasElement,\n\n CANVAS_INIT_ERROR = new Error('Could not initialize `canvas` element');\n\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */\n fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */\n backgroundColor: '',\n\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n backgroundImage: null,\n\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */\n overlayColor: '',\n\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n overlayImage: null,\n\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */\n stateful: false,\n\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */\n renderOnAddRemove: true,\n\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */\n controlsAboveOverlay: false,\n\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */\n allowTouchScrolling: false,\n\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */\n imageSmoothingEnabled: true,\n\n /**\n * The transformation (in the format of Canvas transform) which focuses the viewport\n * @type Array\n * @default\n */\n viewportTransform: fabric.iMatrix.concat(),\n\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n backgroundVpt: true,\n\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n overlayVpt: true,\n\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */\n enableRetinaScaling: true,\n\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */\n vptCoords: { },\n\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */\n skipOffscreen: true,\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */\n _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n\n /**\n * @private\n */\n _isRetinaScaling: function() {\n return (fabric.devicePixelRatio !== 1 && this.enableRetinaScaling);\n },\n\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */\n getRetinaScaling: function() {\n return this._isRetinaScaling() ? fabric.devicePixelRatio : 1;\n },\n\n /**\n * @private\n */\n _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute('width', this.width * scaleRatio);\n canvas.setAttribute('height', this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n\n\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */\n calcOffset: function () {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n setOverlayImage: function (image, callback, options) {\n return this.__setBgOverlayImage('overlayImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n // TODO: fix stretched examples\n setBackgroundImage: function (image, callback, options) {\n return this.__setBgOverlayImage('backgroundImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor('overlayColor', overlayColor, callback);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */\n __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === 'string') {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n }\n else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */\n __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n\n /**\n * @private\n */\n _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = { };\n }\n if (typeof element.getContext === 'undefined') {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initOptions: function (options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n\n if (!this.lowerCanvasEl.style) {\n return;\n }\n\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n\n lowerCanvasEl.style.width = this.width + 'px';\n lowerCanvasEl.style.height = this.height + 'px';\n\n this.viewportTransform = this.viewportTransform.slice();\n },\n\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */\n _createLowerCanvas: function (canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n }\n else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n\n fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n\n this.contextContainer = this.lowerCanvasEl.getContext('2d');\n },\n\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */\n getWidth: function () {\n return this.width;\n },\n\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */\n getHeight: function () {\n return this.height;\n },\n\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setWidth: function (value, options) {\n return this.setDimensions({ width: value }, options);\n },\n\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setHeight: function (value, options) {\n return this.setDimensions({ height: value }, options);\n },\n\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setDimensions: function (dimensions, options) {\n var cssValue;\n\n options = options || {};\n\n for (var prop in dimensions) {\n cssValue = dimensions[prop];\n\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += 'px';\n this.hasLostContext = true;\n }\n\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles();\n }\n this._initRetinaScaling();\n this.calcOffset();\n\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n\n return this;\n },\n\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setBackstoreDimension: function (prop, value) {\n this.lowerCanvasEl[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n\n this[prop] = value;\n\n return this;\n },\n\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setCssDimension: function (prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n\n return this;\n },\n\n /**\n * Returns canvas zoom level\n * @return {Number}\n */\n getZoom: function () {\n return this.viewportTransform[0];\n },\n\n /**\n * Sets viewport transform of this canvas instance\n * @param {Array} vpt the transform in the form of context.transform\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setViewportTransform: function (vpt) {\n var activeObject = this._activeObject,\n backgroundObject = this.backgroundImage,\n overlayObject = this.overlayImage,\n object, i, len;\n this.viewportTransform = vpt;\n for (i = 0, len = this._objects.length; i < len; i++) {\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n zoomToPoint: function (point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setZoom: function (value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n absolutePan: function (point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n relativePan: function (point) {\n return this.absolutePan(new fabric.Point(\n -point.x - this.viewportTransform[4],\n -point.y - this.viewportTransform[5]\n ));\n },\n\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */\n getElement: function () {\n return this.lowerCanvasEl;\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */\n _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set('canvas', this);\n obj.setCoords();\n this.fire('object:added', { target: obj });\n obj.fire('added');\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n this.fire('object:removed', { target: obj });\n obj.fire('removed');\n delete obj.canvas;\n },\n\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */\n getContext: function () {\n return this.contextContainer;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = '';\n this.overlayColor = '';\n if (this._hasITextHandlers) {\n this.off('mouse:up', this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire('canvas:cleared');\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n requestRenderAll: function () {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */\n calcViewportBoundaries: function() {\n var points = { }, width = this.width, height = this.height,\n iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({ x: 0, y: 0 }, iVpt);\n points.br = transformPoint({ x: width, y: height }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire('before:render', { ctx: ctx, });\n this._renderBackground(ctx);\n\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire('after:render', { ctx: ctx, });\n },\n\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = 'destination-in';\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */\n _renderObjects: function(ctx, objects) {\n var i, len;\n for (i = 0, len = objects.length; i < len; ++i) {\n objects[i] && objects[i].render(ctx);\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */\n _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + 'Color'], object = this[property + 'Image'],\n v = this.viewportTransform, needsVpt = this[property + 'Vpt'];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive\n ? fill.toLive(ctx, this)\n : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'background');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'overlay');\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n */\n getCenter: function () {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */\n centerObjectH: function (object) {\n return this._centerObject(object, new fabric.Point(this.getCenter().left, object.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObjectV: function (object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenter().top));\n },\n\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObject: function(object) {\n var center = this.getCenter();\n\n return this._centerObject(object, new fabric.Point(center.left, center.top));\n },\n\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, vpCenter);\n },\n\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */\n getVpCenter: function() {\n var center = this.getCenter(),\n iVpt = invertTransform(this.viewportTransform);\n return transformPoint({ x: center.left, y: center.top }, iVpt);\n },\n\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n _centerObject: function(object, center) {\n object.setPositionByOrigin(center, 'center', 'center');\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */\n toDatalessJSON: function (propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n return this._toObjectMethod('toObject', propertiesToInclude);\n },\n\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function (propertiesToInclude) {\n return this._toObjectMethod('toDatalessObject', propertiesToInclude);\n },\n\n /**\n * @private\n */\n _toObjectMethod: function (methodName, propertiesToInclude) {\n\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude),\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n\n return data;\n },\n\n /**\n * @private\n */\n _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n\n /**\n * @private\n */\n __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage,\n bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n }\n else if (bgColor) {\n data.background = bgColor;\n }\n\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n }\n else if (overlayColor) {\n data.overlay = overlayColor;\n }\n\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n\n return data;\n },\n\n /* _TO_SVG_START_ */\n /**\n * When true, getSvgTransform() will apply the StaticCanvas.viewportTransform to the SVG transformation. When true,\n * a zoomed canvas will then produce zoomed SVG output.\n * @type Boolean\n * @default\n */\n svgViewportTransformation: true,\n\n /**\n * Returns SVG representation of canvas\n * @function\n * @param {Object} [options] Options object for SVG output\n * @param {Boolean} [options.suppressPreamble=false] If true xml tag is not included\n * @param {Object} [options.viewBox] SVG viewbox object\n * @param {Number} [options.viewBox.x] x-coordinate of viewbox\n * @param {Number} [options.viewBox.y] y-coordinate of viewbox\n * @param {Number} [options.viewBox.width] Width of viewbox\n * @param {Number} [options.viewBox.height] Height of viewbox\n * @param {String} [options.encoding=UTF-8] Encoding of SVG output\n * @param {String} [options.width] desired width of svg with or without units\n * @param {String} [options.height] desired height of svg with or without units\n * @param {Function} [reviver] Method for further parsing of svg elements, called after each fabric object converted into svg representation.\n * @return {String} SVG string\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/jQ3ZZ/|jsFiddle demo}\n * @example Normal SVG output\n * var svg = canvas.toSVG();\n * @example SVG output without preamble (without <?xml ../>)\n * var svg = canvas.toSVG({suppressPreamble: true});\n * @example SVG output with viewBox attribute\n * var svg = canvas.toSVG({\n * viewBox: {\n * x: 100,\n * y: 100,\n * width: 200,\n * height: 300\n * }\n * });\n * @example SVG output with different encoding (default: UTF-8)\n * var svg = canvas.toSVG({encoding: 'ISO-8859-1'});\n * @example Modify SVG output with reviver function\n * var svg = canvas.toSVG(null, function(svg) {\n * return svg.replace('stroke-dasharray: ; stroke-linecap: butt; stroke-linejoin: miter; stroke-miterlimit: 10; ', '');\n * });\n */\n toSVG: function(options, reviver) {\n options || (options = { });\n options.reviver = reviver;\n var markup = [];\n\n this._setSVGPreamble(markup, options);\n this._setSVGHeader(markup, options);\n if (this.clipPath) {\n markup.push('\\n');\n }\n this._setSVGBgOverlayColor(markup, 'background');\n this._setSVGBgOverlayImage(markup, 'backgroundImage', reviver);\n this._setSVGObjects(markup, reviver);\n if (this.clipPath) {\n markup.push('\\n');\n }\n this._setSVGBgOverlayColor(markup, 'overlay');\n this._setSVGBgOverlayImage(markup, 'overlayImage', reviver);\n\n markup.push('');\n\n return markup.join('');\n },\n\n /**\n * @private\n */\n _setSVGPreamble: function(markup, options) {\n if (options.suppressPreamble) {\n return;\n }\n markup.push(\n '\\n',\n '\\n'\n );\n },\n\n /**\n * @private\n */\n _setSVGHeader: function(markup, options) {\n var width = options.width || this.width,\n height = options.height || this.height,\n vpt, viewBox = 'viewBox=\"0 0 ' + this.width + ' ' + this.height + '\" ',\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n\n if (options.viewBox) {\n viewBox = 'viewBox=\"' +\n options.viewBox.x + ' ' +\n options.viewBox.y + ' ' +\n options.viewBox.width + ' ' +\n options.viewBox.height + '\" ';\n }\n else {\n if (this.svgViewportTransformation) {\n vpt = this.viewportTransform;\n viewBox = 'viewBox=\"' +\n toFixed(-vpt[4] / vpt[0], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(-vpt[5] / vpt[3], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(this.width / vpt[0], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(this.height / vpt[3], NUM_FRACTION_DIGITS) + '\" ';\n }\n }\n\n markup.push(\n '\\n',\n 'Created with Fabric.js ', fabric.version, '\\n',\n '\\n',\n this.createSVGFontFacesMarkup(),\n this.createSVGRefElementsMarkup(),\n this.createSVGClipPathMarkup(options),\n '\\n'\n );\n },\n\n createSVGClipPathMarkup: function(options) {\n var clipPath = this.clipPath;\n if (clipPath) {\n clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;\n return '\\n' +\n this.clipPath.toClipPathSVG(options.reviver) +\n '\\n';\n }\n return '';\n },\n\n /**\n * Creates markup containing SVG referenced elements like patterns, gradients etc.\n * @return {String}\n */\n createSVGRefElementsMarkup: function() {\n var _this = this,\n markup = ['background', 'overlay'].map(function(prop) {\n var fill = _this[prop + 'Color'];\n if (fill && fill.toLive) {\n var shouldTransform = _this[prop + 'Vpt'], vpt = _this.viewportTransform,\n object = {\n width: _this.width / (shouldTransform ? vpt[0] : 1),\n height: _this.height / (shouldTransform ? vpt[3] : 1)\n };\n return fill.toSVG(\n object,\n { additionalTransform: shouldTransform ? fabric.util.matrixToSVG(vpt) : '' }\n );\n }\n });\n return markup.join('');\n },\n\n /**\n * Creates markup containing SVG font faces,\n * font URLs for font faces must be collected by developers\n * and are not extracted from the DOM by fabricjs\n * @param {Array} objects Array of fabric objects\n * @return {String}\n */\n createSVGFontFacesMarkup: function() {\n var markup = '', fontList = { }, obj, fontFamily,\n style, row, rowIndex, _char, charIndex, i, len,\n fontPaths = fabric.fontPaths, objects = [];\n\n this._objects.forEach(function add(object) {\n objects.push(object);\n if (object._objects) {\n object._objects.forEach(add);\n }\n });\n\n for (i = 0, len = objects.length; i < len; i++) {\n obj = objects[i];\n fontFamily = obj.fontFamily;\n if (obj.type.indexOf('text') === -1 || fontList[fontFamily] || !fontPaths[fontFamily]) {\n continue;\n }\n fontList[fontFamily] = true;\n if (!obj.styles) {\n continue;\n }\n style = obj.styles;\n for (rowIndex in style) {\n row = style[rowIndex];\n for (charIndex in row) {\n _char = row[charIndex];\n fontFamily = _char.fontFamily;\n if (!fontList[fontFamily] && fontPaths[fontFamily]) {\n fontList[fontFamily] = true;\n }\n }\n }\n }\n\n for (var j in fontList) {\n markup += [\n '\\t\\t@font-face {\\n',\n '\\t\\t\\tfont-family: \\'', j, '\\';\\n',\n '\\t\\t\\tsrc: url(\\'', fontPaths[j], '\\');\\n',\n '\\t\\t}\\n'\n ].join('');\n }\n\n if (markup) {\n markup = [\n '\\t\\n'\n ].join('');\n }\n\n return markup;\n },\n\n /**\n * @private\n */\n _setSVGObjects: function(markup, reviver) {\n var instance, i, len, objects = this._objects;\n for (i = 0, len = objects.length; i < len; i++) {\n instance = objects[i];\n if (instance.excludeFromExport) {\n continue;\n }\n this._setSVGObject(markup, instance, reviver);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n markup.push(instance.toSVG(reviver));\n },\n\n /**\n * @private\n */\n _setSVGBgOverlayImage: function(markup, property, reviver) {\n if (this[property] && !this[property].excludeFromExport && this[property].toSVG) {\n markup.push(this[property].toSVG(reviver));\n }\n },\n\n /**\n * @private\n */\n _setSVGBgOverlayColor: function(markup, property) {\n var filler = this[property + 'Color'], vpt = this.viewportTransform, finalWidth = this.width,\n finalHeight = this.height;\n if (!filler) {\n return;\n }\n if (filler.toLive) {\n var repeat = filler.repeat, iVpt = fabric.util.invertTransform(vpt), shouldInvert = this[property + 'Vpt'],\n additionalTransform = shouldInvert ? fabric.util.matrixToSVG(iVpt) : '';\n markup.push(\n '\\n'\n );\n }\n else {\n markup.push(\n '\\n'\n );\n }\n },\n /* _TO_SVG_END_ */\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendToBack: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringToFront: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendBackwards: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse down the stack looking for the nearest intersecting object\n for (i = idx - 1; i >= 0; --i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx - 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringForward: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse up the stack looking for the nearest intersecting object\n for (i = idx + 1, len = this._objects.length; i < len; ++i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx + 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n moveTo: function (object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove('lower-canvas');\n this.lowerCanvasEl.style = this._originalCanvasStyle;\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute('width', this.width);\n this.lowerCanvasEl.setAttribute('height', this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function () {\n return '#';\n }\n });\n\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n\n /**\n * @static\n * @type String\n * @default\n */\n EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */\n supports: function (methodName) {\n var el = createCanvasElement();\n\n if (!el || !el.getContext) {\n return null;\n }\n\n var ctx = el.getContext('2d');\n if (!ctx) {\n return null;\n }\n\n switch (methodName) {\n\n case 'setLineDash':\n return typeof ctx.setLineDash !== 'undefined';\n\n default:\n return null;\n }\n }\n });\n\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */\n fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n\n\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */\nfabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n\n /**\n * Color of a brush\n * @type String\n * @default\n */\n color: 'rgb(0, 0, 0)',\n\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */\n width: 1,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'round',\n\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'round',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */\n strokeMiterLimit: 10,\n\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */\n strokeDashArray: null,\n\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */\n\n limitedToCanvasSize: false,\n\n\n /**\n * Sets brush styles\n * @private\n */\n _setBrushStyles: function() {\n var ctx = this.canvas.contextTop;\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */\n _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n\n /**\n * Sets brush shadow styles\n * @private\n */\n _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n\n var canvas = this.canvas,\n shadow = this.shadow,\n ctx = canvas.contextTop,\n zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n\n /**\n * Removes brush shadow styles\n * @private\n */\n _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */\n _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n\n\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */\n fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */\n decimate: 0.4,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n _drawSegment: function (ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n }\n else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _prepareForDrawing: function(pointer) {\n\n var p = new fabric.Point(pointer.x, pointer.y);\n\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */\n _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n this._points.push(point);\n return true;\n },\n\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */\n _reset: function() {\n this._points = [];\n this._setBrushStyles();\n this._setShadow();\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n p1 = this._points[0],\n p2 = this._points[1];\n\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n\n for (i = 1, len = this._points.length; i < len; i++) {\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */\n convertPointsToSVGPath: function (points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */\n _isEmptySVGPath: function (pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === 'M 0 0 Q 0 0 0 0 L 0 0';\n },\n\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */\n createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray,\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n\n return path;\n },\n\n /**\n * Decimate points array with the decimate value\n */\n decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2),\n i, l = points.length - 1, lastPoint = points[0], newPoints = [lastPoint],\n cDistance;\n for (i = 1; i < l - 1; i++) {\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */\n newPoints.push(points[l]);\n return newPoints;\n },\n\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */\n _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire('before:path:created', { path: path });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n\n\n // fire event 'path' created\n this.canvas.fire('path:created', { path: path });\n }\n });\n})();\n\n\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */\nfabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n\n /**\n * Width of a brush\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n drawDot: function(pointer) {\n var point = this.addPoint(pointer),\n ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n\n /**\n * Invoked on mouse down\n */\n onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n\n /**\n * Render the full state of the brush\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n points = this.points;\n this._saveAndTransform(ctx);\n for (i = 0, len = points.length; i < len; i++) {\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n }\n else {\n this.drawDot(pointer);\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n\n var circles = [];\n\n for (i = 0, len = this.points.length; i < len; i++) {\n var point = this.points[i],\n circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: 'center',\n originY: 'center',\n fill: point.fill\n });\n\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */\n addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y),\n\n circleRadius = fabric.util.getRandomInt(\n Math.max(0, this.width - 20), this.width + 20) / 2,\n\n circleColor = new fabric.Color(this.color)\n .setAlpha(fabric.util.getRandomInt(0, 100) / 100)\n .toRgba();\n\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n\n this.points.push(pointerPoint);\n\n return pointerPoint;\n }\n});\n\n\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */\nfabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n\n /**\n * Width of a spray\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */\n density: 20,\n\n /**\n * Width of spray dots\n * @type Number\n * @default\n */\n dotWidth: 1,\n\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */\n dotWidthVariance: 1,\n\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */\n randomOpacity: false,\n\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */\n optimizeOverlapping: true,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n\n var rects = [];\n\n for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n var sprayChunk = this.sprayChunks[i];\n\n for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {\n\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: 'center',\n originY: 'center',\n fill: this.color\n });\n rects.push(rect);\n }\n }\n\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n\n var group = new fabric.Group(rects);\n this.shadow && group.set('shadow', new fabric.Shadow(this.shadow));\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @private\n * @param {Array} rects\n */\n _getOptimizedRects: function(rects) {\n\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = { }, key, i, len;\n\n for (i = 0, len = rects.length; i < len; i++) {\n key = rects[i].left + '' + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for (key in uniqueRects) {\n uniqueRectsArray.push(uniqueRects[key]);\n }\n\n return uniqueRectsArray;\n },\n\n /**\n * Render new chunk of spray brush\n */\n render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, len = sprayChunk.length; i < len; i++) {\n var point = sprayChunk[i];\n if (typeof point.opacity !== 'undefined') {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n\n /**\n * Render all spray chunks\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n\n /**\n * @param {Object} pointer\n */\n addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n\n var x, y, width, radius = this.width / 2, i;\n\n for (i = 0; i < this.density; i++) {\n\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(\n // bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance),\n this.dotWidth + this.dotWidthVariance);\n }\n else {\n width = this.dotWidth;\n }\n\n var point = new fabric.Point(x, y);\n point.width = width;\n\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n\n this.sprayChunkPoints.push(point);\n }\n\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n\n\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */\nfabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n\n getPatternSrc: function() {\n\n var dotWidth = 20,\n dotDistance = 5,\n patternCanvas = fabric.util.createCanvasElement(),\n patternCtx = patternCanvas.getContext('2d');\n\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n\n return patternCanvas;\n },\n\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace('this.color', '\"' + this.color + '\"');\n },\n\n /**\n * Creates \"pattern\" instance property\n */\n getPattern: function() {\n return this.canvas.contextTop.createPattern(this.source || this.getPatternSrc(), 'repeat');\n },\n\n /**\n * Sets brush styles\n */\n _setBrushStyles: function() {\n this.callSuper('_setBrushStyles');\n this.canvas.contextTop.strokeStyle = this.getPattern();\n },\n\n /**\n * Creates path\n */\n createPath: function(pathData) {\n var path = this.callSuper('createPath', pathData),\n topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n\n\n(function() {\n\n var getPointer = fabric.util.getPointer,\n degreesToRadians = fabric.util.degreesToRadians,\n isTouchEvent = fabric.util.isTouchEvent;\n\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n * the following events are deprecated:\n * @fires object:rotated at the end of a rotation transform\n * @fires object:scaled at the end of a scale transform\n * @fires object:moved at the end of translation transform\n * @fires object:skewed at the end of a skew transform\n */\n fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */\n uniformScaling: true,\n\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */\n uniScaleKey: 'shiftKey',\n\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: false,\n\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n centeredKey: 'altKey',\n\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n altActionKey: 'shiftKey',\n\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */\n interactive: true,\n\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */\n selection: true,\n\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */\n selectionKey: 'shiftKey',\n\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */\n altSelectionKey: null,\n\n /**\n * Color of selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(100, 100, 255, 0.3)', // blue\n\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */\n selectionDashArray: [],\n\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */\n selectionBorderColor: 'rgba(255, 255, 255, 0.3)',\n\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */\n selectionLineWidth: 1,\n\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */\n selectionFullyContained: false,\n\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */\n hoverCursor: 'move',\n\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */\n moveCursor: 'move',\n\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */\n defaultCursor: 'default',\n\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */\n freeDrawingCursor: 'crosshair',\n\n /**\n * Cursor value used for rotation point\n * @type String\n * @default\n */\n rotationCursor: 'crosshair',\n\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */\n notAllowedCursor: 'not-allowed',\n\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */\n containerClass: 'canvas-container',\n\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */\n targetFindTolerance: 0,\n\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */\n skipTargetFind: false,\n\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */\n isDrawingMode: false,\n\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */\n preserveObjectStacking: false,\n\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */\n snapAngle: 0,\n\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */\n snapThreshold: null,\n\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n stopContextMenu: false,\n\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n fireRightClick: false,\n\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */\n fireMiddleClick: false,\n\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */\n targets: [],\n\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */\n _hoveredTarget: null,\n\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */\n _hoveredTargets: [],\n\n /**\n * @private\n */\n _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n\n this._initRetinaScaling();\n\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n\n this.calcOffset();\n },\n\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */\n _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(),\n object, objsToRender, activeGroupObjects;\n\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for (var i = 0, length = this._objects.length; i < length; i++) {\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1 ) {\n objsToRender.push(object);\n }\n else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n }\n else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n renderTop: function () {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire('after:render');\n return this;\n },\n\n /**\n * @private\n */\n _normalizePointer: function (object, pointer) {\n var m = object.calcTransformMatrix(),\n invertedM = fabric.util.invertTransform(m),\n vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */\n isTargetTransparent: function (target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),\n targetRelativeX = Math.max(target.cacheTranslationX + (normalizedPointer.x * target.zoomX), 0),\n targetRelativeY = Math.max(target.cacheTranslationY + (normalizedPointer.y * target.zoomY), 0);\n\n var isTransparent = fabric.util.isTransparent(\n target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n\n return isTransparent;\n }\n\n var ctx = this.contextCache,\n originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n\n target.selectionBackgroundColor = '';\n\n this.clearContext(ctx);\n\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n\n target.selectionBackgroundColor = originalColor;\n\n var isTransparent = fabric.util.isTransparent(\n ctx, x, y, this.targetFindTolerance);\n\n return isTransparent;\n },\n\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */\n _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n\n if (Object.prototype.toString.call(this.selectionKey) === '[object Array]') {\n selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });\n }\n else {\n selectionKeyPressed = e[this.selectionKey];\n }\n\n return selectionKeyPressed;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _shouldClearSelection: function (e, target) {\n var activeObjects = this.getActiveObjects(),\n activeObject = this._activeObject;\n\n return (\n !target\n ||\n (target &&\n activeObject &&\n activeObjects.length > 1 &&\n activeObjects.indexOf(target) === -1 &&\n activeObject !== target &&\n !this._isSelectionKeyPressed(e))\n ||\n (target && !target.evented)\n ||\n (target &&\n !target.selectable &&\n activeObject &&\n activeObject !== target)\n );\n },\n\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */\n _shouldCenterTransform: function (target, action, altKey) {\n if (!target) {\n return;\n }\n\n var centerTransform;\n\n if (action === 'scale' || action === 'scaleX' || action === 'scaleY' || action === 'resizing') {\n centerTransform = this.centeredScaling || target.centeredScaling;\n }\n else if (action === 'rotate') {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n\n return centerTransform ? !altKey : altKey;\n },\n\n /**\n * should disappear before release 4.0\n * @private\n */\n _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n\n if (corner === 'ml' || corner === 'tl' || corner === 'bl') {\n origin.x = 'right';\n }\n else if (corner === 'mr' || corner === 'tr' || corner === 'br') {\n origin.x = 'left';\n }\n\n if (corner === 'tl' || corner === 'mt' || corner === 'tr') {\n origin.y = 'bottom';\n }\n else if (corner === 'bl' || corner === 'mb' || corner === 'br') {\n origin.y = 'top';\n }\n return origin;\n },\n\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */\n _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return 'drag';\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _setupCurrentTransform: function (e, target, alreadySelected) {\n if (!target) {\n return;\n }\n\n var pointer = this.getPointer(e), corner = target.__corner,\n control = target.controls[corner],\n actionHandler = (alreadySelected && corner) ?\n control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler,\n action = this._getActionFromCorner(alreadySelected, corner, e, target),\n origin = this._getOriginFromCorner(target, corner),\n altKey = e[this.centeredKey],\n transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target),\n };\n\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = 'center';\n transform.originY = 'center';\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */\n setCursor: function (value) {\n this.upperCanvasEl.style.cursor = value;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */\n _drawSelection: function (ctx) {\n var selector = this._groupSelector,\n viewportStart = new fabric.Point(selector.ex, selector.ey),\n start = fabric.util.transformPoint(viewportStart, this.viewportTransform),\n viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top),\n extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform),\n minX = Math.min(start.x, extent.x),\n minY = Math.min(start.y, extent.y),\n maxX = Math.max(start.x, extent.x),\n maxY = Math.max(start.y, extent.y),\n strokeOffset = this.selectionLineWidth / 2;\n\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */\n findTarget: function (e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n\n var ignoreZoom = true,\n pointer = this.getPointer(e, ignoreZoom),\n activeObject = this._activeObject,\n aObjects = this.getActiveObjects(),\n activeTarget, activeTargetSubs,\n isTouch = isTouchEvent(e),\n shouldLookForActive = (aObjects.length > 1 && !skipGroup) || aObjects.length === 1;\n\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 &&\n activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n }\n else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */\n _checkTarget: function(pointer, obj, globalPointer) {\n if (obj &&\n obj.visible &&\n obj.evented &&\n // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)\n ) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n }\n else {\n return true;\n }\n }\n },\n\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */\n _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while (i--) {\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ?\n this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */\n restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(\n pointer,\n fabric.util.invertTransform(this.viewportTransform)\n );\n },\n\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */\n getPointer: function (e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n\n var pointer = getPointer(e),\n upperCanvasEl = this.upperCanvasEl,\n bounds = upperCanvasEl.getBoundingClientRect(),\n boundsWidth = bounds.width || 0,\n boundsHeight = bounds.height || 0,\n cssScale;\n\n if (!boundsWidth || !boundsHeight ) {\n if ('top' in bounds && 'bottom' in bounds) {\n boundsHeight = Math.abs( bounds.top - bounds.bottom );\n }\n if ('right' in bounds && 'left' in bounds) {\n boundsWidth = Math.abs( bounds.right - bounds.left );\n }\n }\n\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = { width: 1, height: 1 };\n }\n else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */\n _createUpperCanvas: function () {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, ''),\n lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = '';\n }\n else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);\n\n this.wrapperEl.appendChild(upperCanvasEl);\n\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _createCacheCanvas: function () {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute('width', this.width);\n this.cacheCanvasEl.setAttribute('height', this.height);\n this.contextCache = this.cacheCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _initWrapperElement: function () {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {\n 'class': this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + 'px',\n height: this.height + 'px',\n position: 'relative'\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */\n _applyCanvasStyle: function (element) {\n var width = this.width || element.width,\n height = this.height || element.height;\n\n fabric.util.setStyle(element, {\n position: 'absolute',\n width: width + 'px',\n height: height + 'px',\n left: 0,\n top: 0,\n 'touch-action': this.allowTouchScrolling ? 'manipulation' : 'none',\n '-ms-touch-action': this.allowTouchScrolling ? 'manipulation' : 'none'\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */\n _copyCanvasStyle: function (fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */\n getSelectionContext: function() {\n return this.contextTop;\n },\n\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */\n getSelectionElement: function () {\n return this.upperCanvasEl;\n },\n\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */\n getActiveObject: function () {\n return this._activeObject;\n },\n\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */\n getActiveObjects: function () {\n var active = this._activeObject;\n if (active) {\n if (active.type === 'activeSelection' && active._objects) {\n return active._objects.slice(0);\n }\n else {\n return [active];\n }\n }\n return [];\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire('before:selection:cleared', { target: obj });\n this._discardActiveObject();\n this.fire('selection:cleared', { target: obj });\n obj.fire('deselected');\n }\n if (obj === this._hoveredTarget){\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper('_onObjectRemoved', obj);\n },\n\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */\n _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(),\n added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire('deselected', {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire('selected', {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire('selection:updated', {\n e: e,\n selected: added,\n deselected: removed,\n // added for backward compatibility\n // deprecated\n updated: added[0] || removed[0],\n target: this._activeObject,\n });\n }\n else if (objects.length > 0) {\n this.fire('selection:created', {\n e: e,\n selected: added,\n target: this._activeObject,\n });\n }\n else if (oldObjects.length > 0) {\n this.fire('selection:cleared', {\n e: e,\n deselected: removed,\n });\n }\n },\n\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setActiveObject: function (object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */\n _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({ e: e })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */\n _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({ e: e, object: object })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n discardActiveObject: function (e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire('before:selection:cleared', { target: activeObject, e: e });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n ['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper('clear');\n },\n\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */\n drawControls: function(ctx) {\n var activeObject = this._activeObject;\n\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance),\n object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */\n _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {\n var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n }\n else {\n return null;\n }\n },\n\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */\n _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper('_setSVGObject', markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n\n setViewportTransform: function (vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for (var prop in fabric.StaticCanvas) {\n if (prop !== 'prototype') {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n\n\n(function() {\n\n var addListener = fabric.util.addListener,\n removeListener = fabric.util.removeListener,\n RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1,\n addEventOptions = { passive: false };\n\n function checkClick(e, value) {\n return e.button && (e.button === value - 1);\n }\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */\n mainTouchId: null,\n\n /**\n * Adds mouse listeners to canvas\n * @private\n */\n _initEventListeners: function () {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, 'add');\n },\n\n /**\n * return an event prefix pointer or mouse.\n * @private\n */\n _getEventPrefix: function () {\n return this.enablePointerEvents ? 'pointer' : 'mouse';\n },\n\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, 'resize', this._onResize);\n functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n functor(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + 'out', this._onMouseOut);\n functor(canvasElement, eventTypePrefix + 'enter', this._onMouseEnter);\n functor(canvasElement, 'wheel', this._onMouseWheel);\n functor(canvasElement, 'contextmenu', this._onContextMenu);\n functor(canvasElement, 'dblclick', this._onDoubleClick);\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 if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);\n eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);\n eventjs[eventjsFunctor](canvasElement, 'orientation', this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);\n eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);\n }\n },\n\n /**\n * Removes all event listeners\n */\n removeListeners: function() {\n this.addOrRemove(removeListener, 'remove');\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n */\n _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, 'dragenter');\n this._onDragLeave = this._simpleEventHandler.bind(this, 'dragleave');\n this._onDrop = this._simpleEventHandler.bind(this, 'drop');\n this.eventsBound = true;\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */\n _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */\n _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */\n _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire('mouse:out', { target: target, e: e });\n this._hoveredTarget = null;\n target && target.fire('mouseout', { e: e });\n\n var _this = this;\n this._hoveredTargets.forEach(function(_target){\n _this.fire('mouse:out', { target: target, e: e });\n _target && target.fire('mouseout', { e: e });\n });\n this._hoveredTargets = [];\n\n if (this._iTextInstances) {\n this._iTextInstances.forEach(function(obj) {\n if (obj.isEditing) {\n obj.hiddenTextarea.focus();\n }\n });\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */\n _onMouseEnter: function(e) {\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 if (!this._currentTransform && !this.findTarget(e)) {\n this.fire('mouse:over', { target: null, e: e });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */\n _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */\n _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler('dragover', e);\n this._fireEnterLeaveEvents(target, e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onContextMenu: function (e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onDoubleClick: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'dblclick');\n this._resetTransformEventData(e);\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: function(evt) {\n var changedTouches = evt.changedTouches;\n\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n\n if (this.enablePointerEvents) {\n return evt.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: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === 'touchend' && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDown: function (e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + 'down', _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUp: function (e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMove: function (e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n\n /**\n * @private\n */\n _onResize: function () {\n this.calcOffset();\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: function(target) {\n var activeObject = this._activeObject;\n\n if (\n !!activeObject !== !!target ||\n (activeObject && target && (activeObject !== target))\n ) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n }\n else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\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: function (e) {\n var target, transform = this._currentTransform,\n groupSelector = this._groupSelector, shouldRender = false,\n isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, 'up:before');\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'up', RIGHT_CLICK, isClick);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\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 if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = (\n this._shouldRender(target) ||\n (!targetWasActive && target === this._activeObject)\n );\n }\n }\n if (target) {\n if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {\n this.setActiveObject(target, e);\n shouldRender = true;\n }\n else {\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n var control = target.controls[corner],\n mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n var pointer = this.getPointer(e);\n mouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n }\n target.isMoving = false;\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, 'up', LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n }\n else if (!isClick) {\n this.renderTop();\n }\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */\n _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e),\n targets = this.targets,\n options = {\n e: e,\n target: target,\n subTargets: targets,\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire(eventType, options);\n }\n return target;\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */\n _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target,\n targets = this.targets || [],\n options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === 'up') {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire('mouse:' + eventType, options);\n target && target.fire('mouse' + eventType, options);\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire('mouse' + eventType, options);\n }\n },\n\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */\n _finalizeCurrentTransform: function(e) {\n\n var transform = this._currentTransform,\n target = transform.target,\n eventName,\n options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action,\n };\n\n if (target._scaling) {\n target._scaling = false;\n }\n\n target.setCoords();\n\n if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {\n if (transform.actionPerformed) {\n // this is not friendly to the new control api.\n // is deprecated.\n eventName = this._addEventOptions(options, transform);\n this._fire(eventName, options);\n }\n this._fire('modified', options);\n }\n },\n\n /**\n * Mutate option object in order to add by property and give back the event name.\n * @private\n * @deprecated since 4.2.0\n * @param {Object} options to mutate\n * @param {Object} transform to inspect action from\n */\n _addEventOptions: function(options, transform) {\n // we can probably add more details at low cost\n // scale change, rotation changes, translation changes\n var eventName, by;\n switch (transform.action) {\n case 'scaleX':\n eventName = 'scaled';\n by = 'x';\n break;\n case 'scaleY':\n eventName = 'scaled';\n by = 'y';\n break;\n case 'skewX':\n eventName = 'skewed';\n by = 'x';\n break;\n case 'skewY':\n eventName = 'skewed';\n by = 'y';\n break;\n case 'scale':\n eventName = 'scaled';\n by = 'equally';\n break;\n case 'rotate':\n eventName = 'rotated';\n break;\n case 'drag':\n eventName = 'moved';\n break;\n }\n options.by = by;\n return eventName;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, { e: e, pointer: pointer });\n this._handleEvent(e, 'down');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, { e: e, pointer: pointer });\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: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({ e: e, pointer: pointer });\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: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'down:before');\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'down', RIGHT_CLICK);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'down', MIDDLE_CLICK);\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 var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target),\n shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n }\n else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n\n if (this.selection && (!target ||\n (!target.selectable && !target.isEditing && target !== this._activeObject))) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === 'down') {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner],\n pointer = this.getPointer(e),\n mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, 'down');\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n\n /**\n * reset cache form common information needed during event processing\n * @private\n */\n _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\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: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n\n /**\n * @private\n */\n _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire('before:transform', {\n e: e,\n transform: t,\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: function (e) {\n this._handleEvent(e, 'move:before');\n this._cacheTransformEventData(e);\n var target, pointer;\n\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n var groupSelector = this._groupSelector;\n\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n\n this.renderTop();\n }\n else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n }\n else {\n this._transformObject(e);\n }\n this._handleEvent(e, 'move');\n this._resetTransformEventData();\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: function(target, e) {\n var _hoveredTarget = this._hoveredTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: 'mouseout',\n canvasEvtOut: 'mouse:out',\n evtIn: 'mouseover',\n canvasEvtIn: 'mouse:over',\n });\n for (var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'mouseout',\n evtIn: 'mouseover',\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\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 {Event} e Event object fired on ondrag\n * @private\n */\n _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n for (var i = 0; i < length; i++) {\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'dragleave',\n evtIn: 'dragenter',\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 {Event} e 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: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires,\n targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = { e: e, target: target, previousTarget: oldTarget };\n outOpt = { e: e, target: oldTarget, nextTarget: target };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'wheel');\n this._resetTransformEventData();\n },\n\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */\n _transformObject: function(e) {\n var pointer = this.getPointer(e),\n transform = this._currentTransform;\n\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n\n /**\n * @private\n */\n _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x,\n y = pointer.y,\n action = transform.action,\n actionPerformed = false,\n actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n\n\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\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 * @private\n */\n _fire: fabric.controlsUtils.fireEvent,\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: function (e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor,\n activeSelection = this._activeObject && this._activeObject.type === 'activeSelection' ?\n this._activeObject : null,\n // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target))\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._findTargetCorner(this.getPointer(e, true));\n\n if (!corner) {\n if (target.subTargetCheck){\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target){\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n }\n else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n\n /**\n * @private\n */\n getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n\n\n(function() {\n\n var min = Math.min,\n max = Math.max;\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */\n _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&\n (activeObject !== target || activeObject.type === 'activeSelection') && !target.onSelect({ e: e });\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _handleGrouping: function (e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === 'activeSelection') {\n this._updateActiveSelection(target, e);\n }\n else {\n this._createActiveSelection(target, e);\n }\n },\n\n /**\n * @private\n */\n _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject,\n currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n }\n else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n\n /**\n * @private\n */\n _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n\n /**\n * @private\n * @param {Object} target\n */\n _createGroup: function(target) {\n var objects = this._objects,\n isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),\n groupObjects = isActiveLower\n ? [this._activeObject, target]\n : [target, this._activeObject];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n\n /**\n * @private\n * @param {Event} e mouse event\n */\n _groupSelectedObjects: function (e) {\n\n var group = this._collectObjects(e),\n aGroup;\n\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n }\n else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n\n /**\n * @private\n */\n _collectObjects: function(e) {\n var group = [],\n currentObject,\n x1 = this._groupSelector.ex,\n y1 = this._groupSelector.ey,\n x2 = x1 + this._groupSelector.left,\n y2 = y1 + this._groupSelector.top,\n selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)),\n selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)),\n allowIntersect = !this.selectionFullyContained,\n isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for (var i = this._objects.length; i--; ) {\n currentObject = this._objects[i];\n\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n\n if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true)) ||\n currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) ||\n (allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true)) ||\n (allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true))\n ) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({ e: e });\n });\n }\n\n return group;\n },\n\n /**\n * @private\n */\n _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n\n})();\n\n\n(function () {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */\n toDataURL: function (options) {\n options || (options = { });\n\n var format = options.format || 'png',\n quality = options.quality || 1,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1),\n canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */\n toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || { };\n var scaledWidth = (cropping.width || this.width) * multiplier,\n scaledHeight = (cropping.height || this.height) * multiplier,\n zoom = this.getZoom(),\n originalWidth = this.width,\n originalHeight = this.height,\n newZoom = zoom * multiplier,\n vp = this.viewportTransform,\n translateX = (vp[4] - (cropping.left || 0)) * multiplier,\n translateY = (vp[5] - (cropping.top || 0)) * multiplier,\n originalInteractive = this.interactive,\n newVp = [newZoom, 0, 0, newZoom, translateX, translateY],\n originalRetina = this.enableRetinaScaling,\n canvasEl = fabric.util.createCanvasElement(),\n originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext('2d'), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n },\n });\n\n})();\n\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */\n loadFromJSON: function (json, callback, reviver) {\n if (!json) {\n return;\n }\n\n // serialize if it wasn't already\n var serialized = (typeof json === 'string')\n ? JSON.parse(json)\n : fabric.util.object.clone(json);\n\n var _this = this,\n clipPath = serialized.clipPath,\n renderOnAddRemove = this.renderOnAddRemove;\n\n this.renderOnAddRemove = false;\n\n delete serialized.clipPath;\n\n this._enlivenObjects(serialized.objects, function (enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function () {\n if (clipPath) {\n _this._enlivenObjects([clipPath], function (enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n }\n else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n\n var cbIfLoaded = function () {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n\n this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);\n },\n\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */\n __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n\n if (property === 'backgroundImage' || property === 'overlayImage') {\n fabric.util.enlivenObjects([value], function(enlivedObject){\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n }\n else {\n this['set' + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */\n _enlivenObjects: function (objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */\n _toDataURL: function (format, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURL(format));\n });\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */\n _toDataURLWithMultiplier: function (format, multiplier, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */\n clone: function (callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */\n cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n\n el.width = this.width;\n el.height = this.height;\n\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n }\n else {\n callback && callback(clone);\n }\n }\n});\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n capitalize = fabric.util.string.capitalize,\n degreesToRadians = fabric.util.degreesToRadians,\n objectCaching = !fabric.isLikelyNode,\n ALIASING_LIMIT = 2;\n\n if (fabric.Object) {\n return;\n }\n\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */\n fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */\n type: 'object',\n\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originX: 'left',\n\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originY: 'top',\n\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */\n top: 0,\n\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */\n left: 0,\n\n /**\n * Object width\n * @type Number\n * @default\n */\n width: 0,\n\n /**\n * Object height\n * @type Number\n * @default\n */\n height: 0,\n\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */\n scaleX: 1,\n\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */\n scaleY: 1,\n\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */\n flipX: false,\n\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */\n flipY: false,\n\n /**\n * Opacity of an object\n * @type Number\n * @default\n */\n opacity: 1,\n\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */\n angle: 0,\n\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewX: 0,\n\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewY: 0,\n\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */\n cornerSize: 13,\n\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */\n touchCornerSize: 24,\n\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */\n transparentCorners: true,\n\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */\n hoverCursor: null,\n\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */\n moveCursor: null,\n\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */\n padding: 0,\n\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */\n borderColor: 'rgb(178,204,255)',\n\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n borderDashArray: null,\n\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */\n cornerColor: 'rgb(178,204,255)',\n\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */\n cornerStrokeColor: null,\n\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */\n cornerStyle: 'rect',\n\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n cornerDashArray: null,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: true,\n\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n fill: 'rgb(0,0,0)',\n\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */\n fillRule: 'nonzero',\n\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */\n globalCompositeOperation: 'source-over',\n\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n backgroundColor: '',\n\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */\n selectionBackgroundColor: '',\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */\n strokeWidth: 1,\n\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */\n strokeDashArray: null,\n\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */\n strokeDashOffset: 0,\n\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'butt',\n\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'miter',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */\n strokeMiterLimit: 4,\n\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */\n borderOpacityWhenMoving: 0.4,\n\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */\n borderScaleFactor: 1,\n\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */\n minScaleLimit: 0,\n\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */\n selectable: true,\n\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */\n evented: true,\n\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */\n visible: true,\n\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */\n hasControls: true,\n\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */\n hasBorders: true,\n\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */\n lockMovementX: false,\n\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */\n lockMovementY: false,\n\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */\n lockRotation: false,\n\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingX: false,\n\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingY: false,\n\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingX: false,\n\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingY: false,\n\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */\n lockScalingFlip: false,\n\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n excludeFromExport: false,\n\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */\n objectCaching: objectCaching,\n\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */\n statefullCache: false,\n\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n noScaleCache: true,\n\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */\n strokeUniform: false,\n\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n dirty: true,\n\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */\n __corner: 0,\n\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */\n paintFirst: 'fill',\n\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */\n activeOn: 'down',\n\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: (\n 'top left width height scaleX scaleY flipX flipY originX originY transformMatrix ' +\n 'stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit ' +\n 'angle opacity fill globalCompositeOperation shadow visible backgroundColor ' +\n 'skewX skewY fillRule paintFirst clipPath strokeUniform'\n ).split(' '),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: (\n 'fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform' +\n ' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'\n ).split(' '),\n\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */\n colorProperties: (\n 'fill stroke backgroundColor'\n ).split(' '),\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */\n inverted: false,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */\n absolutePositioned: false,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */\n _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext('2d');\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal,\n width = dims.width, height = dims.height,\n max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal),\n capValue = fabric.util.capValue,\n x = capValue(min, limitedDims.x, max),\n y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(),\n // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0),\n neededX = dim.x * objectScale.scaleX / this.scaleX,\n neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */\n _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target,\n action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === 'scale') {\n return false;\n }\n }\n var canvas = this._cacheCanvas,\n dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n minCacheSize = fabric.minCacheSideLimit,\n width = dims.width, height = dims.height, drawingWidth, drawingHeight,\n zoomX = dims.zoomX, zoomY = dims.zoomY,\n dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight,\n zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY,\n shouldRedraw = dimensionsChanged || zoomChanged,\n additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width,\n canvasHeight = this._cacheCanvas.height,\n sizeGrowing = width > canvasWidth || height > canvasHeight,\n sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) &&\n canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n }\n else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, 'fill');\n this._initGradient(options.stroke, 'stroke');\n this._initPattern(options.fill, 'fill');\n this._initPattern(options.stroke, 'stroke');\n },\n\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */\n transform: function(ctx) {\n var needFullTransform = (this.group && !this.group._transformDone) ||\n (this.group && this.canvas && ctx === this.canvas.contextTop);\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n\n object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,\n stroke: (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: (this.shadow && this.shadow.toObject) ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS),\n };\n\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n\n return object;\n },\n\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * @private\n * @param {Object} object\n */\n _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype,\n stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === 'left' || prop === 'top') {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n var isArray = Object.prototype.toString.call(object[prop]) === '[object Array]' &&\n Object.prototype.toString.call(prototype[prop]) === '[object Array]';\n\n // basically a check for [] === []\n if (isArray && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n\n return object;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */\n getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return { scaleX: Math.abs(options.scaleX), scaleY: Math.abs(options.scaleY) };\n },\n\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */\n getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return { scaleX: scaleX, scaleY: scaleY };\n },\n\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */\n getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */\n _set: function(key, value) {\n var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),\n isChanged = this[key] !== value, groupNeedsUpdate = false;\n\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === 'scaleX' && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n }\n else if (key === 'scaleY' && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n }\n else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n }\n else if (key === 'dirty' && this.group) {\n this.group.set('dirty', value);\n }\n\n this[key] = value;\n\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set('dirty', true);\n }\n else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set('dirty', true);\n }\n }\n return this;\n },\n\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */\n setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */\n getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */\n isNotVisible: function() {\n return this.opacity === 0 ||\n (!this.width && !this.height && this.strokeWidth === 0) ||\n !this.visible;\n },\n\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n }\n else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({ propertySet: 'cacheProperties' });\n }\n }\n ctx.restore();\n },\n\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */\n _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasStroke: function() {\n return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0;\n },\n\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasFill: function() {\n return this.fill && this.fill !== 'transparent';\n },\n\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */\n needsItsOwnCache: function() {\n if (this.paintFirst === 'stroke' &&\n this.hasFill() && this.hasStroke() && typeof this.shadow === 'object') {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */\n shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || (\n this.objectCaching &&\n (!this.group || !this.group.isOnACache())\n );\n return this.ownCaching;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */\n willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCache: function(ctx) {\n var path = this.clipPath;\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (path.inverted) {\n ctx.globalCompositeOperation = 'destination-out';\n }\n else {\n ctx.globalCompositeOperation = 'destination-in';\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (path.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = 'black';\n this.stroke = '';\n this._setClippingProperties(ctx);\n }\n else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n\n _drawClipPath: function(ctx) {\n var path = this.clipPath;\n if (!path) { return; }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n path.canvas = this.canvas;\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCache(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */\n isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n }\n else {\n if (this.dirty ||\n (this.clipPath && this.clipPath.absolutePositioned) ||\n (this.statefullCache && this.hasStateChanged('cacheProperties'))\n ) {\n if (this._cacheCanvas && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n\n ctx.fillRect(\n -dim.x / 2,\n -dim.y / 2,\n dim.x,\n dim.y\n );\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n }\n else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n }\n else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n }\n else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n }\n else {\n ctx.fillStyle = fill;\n }\n }\n },\n\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = 'transparent';\n ctx.fillStyle = '#000000';\n },\n\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */\n _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */\n _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(),\n matrix = this.calcTransformMatrix(),\n options, drawBorders, drawControls;\n styleOverride = styleOverride || { };\n drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n ctx.rotate(degreesToRadians(options.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n }\n else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n var shadow = this.shadow, canvas = this.canvas, scaling,\n multX = (canvas && canvas.viewportTransform[0]) || 1,\n multY = (canvas && canvas.viewportTransform[3]) || 1;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant *\n (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */\n _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return { offsetX: 0, offsetY: 0 };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0,\n offsetY = -this.height / 2 + filler.offsetY || 0;\n\n if (filler.gradientUnits === 'percentage') {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n }\n else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return { offsetX: offsetX, offsetY: offsetY };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n }\n else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(/* ctx */) {\n\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === 'evenodd') {\n ctx.fill('evenodd');\n }\n else {\n ctx.fill();\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n }\n else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */\n _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(),\n width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(\n dims.zoomX / this.scaleX / retinaScaling,\n dims.zoomY / this.scaleY / retinaScaling\n );\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(\n retinaScaling * this.scaleX / dims.zoomX,\n retinaScaling * this.scaleY / dims.zoomY\n );\n ctx.strokeStyle = pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return { x: this.left + this.width / 2, y: this.top + this.height / 2 };\n },\n\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */\n _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set('scaleX', options.scaleX);\n this.set('scaleY', options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */\n _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */\n clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n }\n else {\n fabric.Object._fromObject('Object', objectForm, callback);\n }\n },\n\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */\n cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */\n toCanvasElement: function(options) {\n options || (options = { });\n\n var utils = fabric.util, origParams = utils.saveObjectTransform(this),\n originalGroup = this.group,\n originalShadow = this.shadow, abs = Math.abs,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n\n var el = fabric.util.createCanvasElement(),\n // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true),\n shadow = this.shadow, scaling,\n shadowOffset = { x: 0, y: 0 }, shadowBlur,\n width, height;\n\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false,\n });\n if (options.format === 'jpeg') {\n canvas.backgroundColor = '#fff';\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');\n\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set('canvas', originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n\n return canvasEl;\n },\n\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */\n toDataURL: function(options) {\n options || (options = { });\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);\n },\n\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */\n isType: function(type) {\n return this.type === type;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */\n complexity: function() {\n return 1;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */\n toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;\n\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n\n this.set('angle', angle);\n\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n\n return this;\n },\n\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerH: function () {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterH: function () {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerV: function () {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterV: function () {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n center: function () {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenter: function () {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */\n getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y),\n objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(\n pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */\n _setupCompositeOperation: function (ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n }\n });\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n\n extend(fabric.Object.prototype, fabric.Observable);\n\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */\n fabric.Object.NUM_FRACTION_DIGITS = 2;\n\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {\n if (typeof patterns[0] !== 'undefined') {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== 'undefined') {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjects([object.clipPath], function(enlivedProps) {\n object.clipPath = enlivedProps[0];\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */\n fabric.Object.__uid = 0;\n})( true ? exports : 0);\n\n\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians,\n originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n },\n originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x,\n y = point.y,\n offsetX, offsetY, dim;\n\n if (typeof fromOriginX === 'string') {\n fromOriginX = originXOffset[fromOriginX];\n }\n else {\n fromOriginX -= 0.5;\n }\n\n if (typeof toOriginX === 'string') {\n toOriginX = originXOffset[toOriginX];\n }\n else {\n toOriginX -= 0.5;\n }\n\n offsetX = toOriginX - fromOriginX;\n\n if (typeof fromOriginY === 'string') {\n fromOriginY = originYOffset[fromOriginY];\n }\n else {\n fromOriginY -= 0.5;\n }\n\n if (typeof toOriginY === 'string') {\n toOriginY = originYOffset[toOriginY];\n }\n else {\n toOriginY -= 0.5;\n }\n\n offsetY = toOriginY - fromOriginY;\n\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n\n return new fabric.Point(x, y);\n },\n\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */\n getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */\n // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(),\n p, p2;\n\n if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {\n p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n }\n else {\n p = new fabric.Point(this.left, this.top);\n }\n\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */\n // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */\n setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY),\n position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set('left', position.x);\n this.set('top', position.y);\n },\n\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */\n adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle),\n hypotFull = this.getScaledWidth(),\n xFull = fabric.util.cos(angle) * hypotFull,\n yFull = fabric.util.sin(angle) * hypotFull,\n offsetFrom, offsetTo;\n\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === 'string') {\n offsetFrom = originXOffset[this.originX];\n }\n else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === 'string') {\n offsetTo = originXOffset[to];\n }\n else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */\n _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n\n var center = this.getCenterPoint();\n\n this.originX = 'center';\n this.originY = 'center';\n\n this.left = center.x;\n this.top = center.y;\n },\n\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */\n _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(\n this.getCenterPoint(),\n this._originalOriginX,\n this._originalOriginY);\n\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n\n this.left = originPoint.x;\n this.top = originPoint.y;\n\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n\n /**\n * @private\n */\n _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');\n },\n });\n\n})();\n\n\n(function() {\n\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n\n var util = fabric.util,\n degreesToRadians = util.degreesToRadians,\n multiplyMatrices = util.multiplyTransformMatrices,\n transformPoint = util.transformPoint;\n\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */\n oCoords: null,\n\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */\n aCoords: null,\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords and calcCoords.\n * @memberOf fabric.Object.prototype\n */\n lineCoords: null,\n\n /**\n * storage for object transform matrix\n */\n ownMatrixCache: null,\n\n /**\n * storage for object full transform matrix\n */\n matrixCache: null,\n\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */\n controls: { },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */\n _getCoords: function(absolute, calculate) {\n if (calculate) {\n return (absolute ? this.calcACoords() : this.calcLineCoords());\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return (absolute ? this.aCoords : this.lineCoords);\n },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */\n getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */\n intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate),\n intersection = fabric.Intersection.intersectPolygonRectangle(\n coords,\n pointTL,\n pointBR\n );\n return intersection.status === 'Intersection';\n },\n\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */\n intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(\n this.getCoords(absolute, calculate),\n other.getCoords(absolute, calculate)\n );\n\n return intersection.status === 'Intersection'\n || other.isContainedWithinObject(this, absolute, calculate)\n || this.isContainedWithinObject(other, absolute, calculate);\n },\n\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */\n isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate),\n otherCoords = absolute ? other.aCoords : other.lineCoords,\n i = 0, lines = other._getImageLines(otherCoords);\n for (; i < 4; i++) {\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */\n isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n\n return (\n boundingRect.left >= pointTL.x &&\n boundingRect.left + boundingRect.width <= pointBR.x &&\n boundingRect.top >= pointTL.y &&\n boundingRect.top + boundingRect.height <= pointBR.y\n );\n },\n\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */\n containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate),\n lines = lines || this._getImageLines(coords),\n xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return (xPoints !== 0 && xPoints % 2 === 1);\n },\n\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */\n isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x &&\n point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */\n _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */\n isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) &&\n (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */\n _getImageLines: function(oCoords) {\n\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n\n return lines;\n },\n\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */\n // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, // yi,\n xcount = 0,\n iLine;\n\n for (var lineKey in lines) {\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {\n continue;\n }\n // optimisation 3: vertical line case\n if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {\n xi = iLine.o.x;\n // yi = point.y;\n }\n // calculate the intersection point\n else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */\n getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */\n getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */\n getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */\n _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n }\n else {\n return this.minScaleLimit;\n }\n }\n else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scale: function(value) {\n this._set('scaleX', value);\n this._set('scaleY', value);\n return this.setCoords();\n },\n\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n\n /**\n * Calculates and returns the .coords of an object.\n * unused by the library, only for the end dev.\n * @return {Object} Object with tl, tr, br, bl ....\n * @chainable\n * @deprecated\n */\n calcCoords: function(absolute) {\n // this is a compatibility function to avoid removing calcCoords now.\n if (absolute) {\n return this.calcACoords();\n }\n return this.calcOCoords();\n },\n\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(),\n padding = this.padding, angle = degreesToRadians(this.angle),\n cos = util.cos(angle), sin = util.sin(angle),\n cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP,\n cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt),\n };\n\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n\n return lineCoords;\n },\n\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n vpt = this.getViewportTransform(),\n startMatrix = multiplyMatrices(vpt, translateMatrix),\n finalMatrix = multiplyMatrices(startMatrix, rotateMatrix),\n finalMatrix = multiplyMatrices(finalMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),\n dim = this._calculateCurrentDimensions(),\n coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix),\n dim = this._getTransformedDimensions(),\n w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({ x: -w, y: -h }, finalMatrix),\n tr: transformPoint({ x: w, y: -h }, finalMatrix),\n bl: transformPoint({ x: -w, y: h }, finalMatrix),\n br: transformPoint({ x: w, y: h }, finalMatrix)\n };\n },\n\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/kangax/fabric.js/wiki/When-to-call-setCoords|When-to-call-setCoords}\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */\n _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */\n _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [1, 0, 0, 1, center.x, center.y];\n },\n\n transformMatrixKey: function(skipGroup) {\n var sep = '_', prefix = '';\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n };\n return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY +\n sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY +\n sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */\n calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */\n calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(),\n options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY,\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @deprecated since 3.4.0, please use fabric.util._calcDimensionsTransformMatrix\n * not including or including flipX, flipY to emulate the flipping boolean\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _calcDimensionsTransformMatrix: function(skewX, skewY, flipping) {\n return util.calcDimensionsMatrix({\n skewX: skewX,\n skewY: skewY,\n scaleX: this.scaleX * (flipping && this.flipX ? -1 : 1),\n scaleY: this.scaleY * (flipping && this.flipY ? -1 : 1)\n });\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth,\n w = this.width + strokeWidth,\n h = this.height + strokeWidth;\n return { x: w, y: h };\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === 'undefined') {\n skewX = this.skewX;\n }\n if (typeof skewY === 'undefined') {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY,\n noSkew = skewX === 0 && skewY === 0;\n\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n }\n else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY,\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */\n _finalizeDimensions: function(width, height) {\n return this.strokeUniform ?\n { x: width + this.strokeWidth, y: height + this.strokeWidth }\n :\n { x: width, y: height };\n },\n\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */\n _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(),\n dim = this._getTransformedDimensions(),\n p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n },\n });\n})();\n\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n moveTo: function(index) {\n if (this.group && this.group.type !== 'activeSelection') {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n }\n else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n\n\n/* _TO_SVG_START_ */\n(function() {\n function getSvgColorString(prop, value) {\n if (!value) {\n return prop + ': none; ';\n }\n else if (value.toLive) {\n return prop + ': url(#SVGID_' + value.id + '); ';\n }\n else {\n var color = new fabric.Color(value),\n str = prop + ': ' + color.toRgb() + '; ',\n opacity = color.getAlpha();\n if (opacity !== 1) {\n //change the color in rgb + opacity\n str += prop + '-opacity: ' + opacity.toString() + '; ';\n }\n return str;\n }\n }\n\n var toFixed = fabric.util.toFixed;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Returns styles-string for svg-export\n * @param {Boolean} skipShadow a boolean to skip shadow filter output\n * @return {String}\n */\n getSvgStyles: function(skipShadow) {\n\n var fillRule = this.fillRule ? this.fillRule : 'nonzero',\n strokeWidth = this.strokeWidth ? this.strokeWidth : '0',\n strokeDashArray = this.strokeDashArray ? this.strokeDashArray.join(' ') : 'none',\n strokeDashOffset = this.strokeDashOffset ? this.strokeDashOffset : '0',\n strokeLineCap = this.strokeLineCap ? this.strokeLineCap : 'butt',\n strokeLineJoin = this.strokeLineJoin ? this.strokeLineJoin : 'miter',\n strokeMiterLimit = this.strokeMiterLimit ? this.strokeMiterLimit : '4',\n opacity = typeof this.opacity !== 'undefined' ? this.opacity : '1',\n visibility = this.visible ? '' : ' visibility: hidden;',\n filter = skipShadow ? '' : this.getSvgFilter(),\n fill = getSvgColorString('fill', this.fill),\n stroke = getSvgColorString('stroke', this.stroke);\n\n return [\n stroke,\n 'stroke-width: ', strokeWidth, '; ',\n 'stroke-dasharray: ', strokeDashArray, '; ',\n 'stroke-linecap: ', strokeLineCap, '; ',\n 'stroke-dashoffset: ', strokeDashOffset, '; ',\n 'stroke-linejoin: ', strokeLineJoin, '; ',\n 'stroke-miterlimit: ', strokeMiterLimit, '; ',\n fill,\n 'fill-rule: ', fillRule, '; ',\n 'opacity: ', opacity, ';',\n filter,\n visibility\n ].join('');\n },\n\n /**\n * Returns styles-string for svg-export\n * @param {Object} style the object from which to retrieve style properties\n * @param {Boolean} useWhiteSpace a boolean to include an additional attribute in the style.\n * @return {String}\n */\n getSvgSpanStyles: function(style, useWhiteSpace) {\n var term = '; ';\n var fontFamily = style.fontFamily ?\n 'font-family: ' + (((style.fontFamily.indexOf('\\'') === -1 && style.fontFamily.indexOf('\"') === -1) ?\n '\\'' + style.fontFamily + '\\'' : style.fontFamily)) + term : '';\n var strokeWidth = style.strokeWidth ? 'stroke-width: ' + style.strokeWidth + term : '',\n fontFamily = fontFamily,\n fontSize = style.fontSize ? 'font-size: ' + style.fontSize + 'px' + term : '',\n fontStyle = style.fontStyle ? 'font-style: ' + style.fontStyle + term : '',\n fontWeight = style.fontWeight ? 'font-weight: ' + style.fontWeight + term : '',\n fill = style.fill ? getSvgColorString('fill', style.fill) : '',\n stroke = style.stroke ? getSvgColorString('stroke', style.stroke) : '',\n textDecoration = this.getSvgTextDecoration(style),\n deltaY = style.deltaY ? 'baseline-shift: ' + (-style.deltaY) + '; ' : '';\n if (textDecoration) {\n textDecoration = 'text-decoration: ' + textDecoration + term;\n }\n\n return [\n stroke,\n strokeWidth,\n fontFamily,\n fontSize,\n fontStyle,\n fontWeight,\n textDecoration,\n fill,\n deltaY,\n useWhiteSpace ? 'white-space: pre; ' : ''\n ].join('');\n },\n\n /**\n * Returns text-decoration property for svg-export\n * @param {Object} style the object from which to retrieve style properties\n * @return {String}\n */\n getSvgTextDecoration: function(style) {\n return ['overline', 'underline', 'line-through'].filter(function(decoration) {\n return style[decoration.replace('-', '')];\n }).join(' ');\n },\n\n /**\n * Returns filter for svg shadow\n * @return {String}\n */\n getSvgFilter: function() {\n return this.shadow ? 'filter: url(#SVGID_' + this.shadow.id + ');' : '';\n },\n\n /**\n * Returns id attribute for svg output\n * @return {String}\n */\n getSvgCommons: function() {\n return [\n this.id ? 'id=\"' + this.id + '\" ' : '',\n this.clipPath ? 'clip-path=\"url(#' + this.clipPath.clipPathId + ')\" ' : '',\n ].join('');\n },\n\n /**\n * Returns transform-string for svg-export\n * @param {Boolean} use the full transform or the single object one.\n * @return {String}\n */\n getSvgTransform: function(full, additionalTransform) {\n var transform = full ? this.calcTransformMatrix() : this.calcOwnMatrix(),\n svgTransform = 'transform=\"' + fabric.util.matrixToSVG(transform);\n return svgTransform +\n (additionalTransform || '') + '\" ';\n },\n\n _setSVGBg: function(textBgRects) {\n if (this.backgroundColor) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n textBgRects.push(\n '\\t\\t\\n');\n }\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n return this._createBaseSVGMarkup(this._toSVG(reviver), { reviver: reviver });\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n return '\\t' + this._createBaseClipPathSVGMarkup(this._toSVG(reviver), { reviver: reviver });\n },\n\n /**\n * @private\n */\n _createBaseClipPathSVGMarkup: function(objectMarkup, options) {\n options = options || {};\n var reviver = options.reviver,\n additionalTransform = options.additionalTransform || '',\n commonPieces = [\n this.getSvgTransform(true, additionalTransform),\n this.getSvgCommons(),\n ].join(''),\n // insert commons in the markup, style and svgCommons\n index = objectMarkup.indexOf('COMMON_PARTS');\n objectMarkup[index] = commonPieces;\n return reviver ? reviver(objectMarkup.join('')) : objectMarkup.join('');\n },\n\n /**\n * @private\n */\n _createBaseSVGMarkup: function(objectMarkup, options) {\n options = options || {};\n var noStyle = options.noStyle,\n reviver = options.reviver,\n styleInfo = noStyle ? '' : 'style=\"' + this.getSvgStyles() + '\" ',\n shadowInfo = options.withShadow ? 'style=\"' + this.getSvgFilter() + '\" ' : '',\n clipPath = this.clipPath,\n vectorEffect = this.strokeUniform ? 'vector-effect=\"non-scaling-stroke\" ' : '',\n absoluteClipPath = clipPath && clipPath.absolutePositioned,\n stroke = this.stroke, fill = this.fill, shadow = this.shadow,\n commonPieces, markup = [], clipPathMarkup,\n // insert commons in the markup, style and svgCommons\n index = objectMarkup.indexOf('COMMON_PARTS'),\n additionalTransform = options.additionalTransform;\n if (clipPath) {\n clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;\n clipPathMarkup = '\\n' +\n clipPath.toClipPathSVG(reviver) +\n '\\n';\n }\n if (absoluteClipPath) {\n markup.push(\n '\\n'\n );\n }\n markup.push(\n '\\n'\n );\n commonPieces = [\n styleInfo,\n vectorEffect,\n noStyle ? '' : this.addPaintOrder(), ' ',\n additionalTransform ? 'transform=\"' + additionalTransform + '\" ' : '',\n ].join('');\n objectMarkup[index] = commonPieces;\n if (fill && fill.toLive) {\n markup.push(fill.toSVG(this));\n }\n if (stroke && stroke.toLive) {\n markup.push(stroke.toSVG(this));\n }\n if (shadow) {\n markup.push(shadow.toSVG(this));\n }\n if (clipPath) {\n markup.push(clipPathMarkup);\n }\n markup.push(objectMarkup.join(''));\n markup.push('\\n');\n absoluteClipPath && markup.push('\\n');\n return reviver ? reviver(markup.join('')) : markup.join('');\n },\n\n addPaintOrder: function() {\n return this.paintFirst !== 'fill' ? ' paint-order=\"' + this.paintFirst + '\" ' : '';\n }\n });\n})();\n/* _TO_SVG_END_ */\n\n\n(function() {\n\n var extend = fabric.util.object.extend,\n originalSet = 'stateProperties';\n\n /*\n Depends on `stateProperties`\n */\n function saveProps(origin, destination, props) {\n var tmpObj = { }, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n\n extend(origin[destination], tmpObj, deep);\n }\n\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n }\n else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for (var i = 0, len = origValue.length; i < len; i++) {\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n }\n else if (origValue && typeof origValue === 'object') {\n var keys = Object.keys(origValue), key;\n if (!currentValue ||\n typeof currentValue !== 'object' ||\n (!firstPass && keys.length !== Object.keys(currentValue).length)\n ) {\n return false;\n }\n for (var i = 0, len = keys.length; i < len; i++) {\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === 'canvas' || key === 'group') {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */\n hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = '_' + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet,\n destination = '_' + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n setupState: function(options) {\n options = options || { };\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this['_' + propertySet] = { };\n this.saveState(options);\n return this;\n }\n });\n})();\n\n\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */\n _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {\n return false;\n }\n\n var ex = pointer.x,\n ey = pointer.y,\n xPoints,\n lines, keys = Object.keys(this.oCoords),\n j = keys.length - 1, i;\n this.__corner = 0;\n\n // cycle in reverse order so we pick first the one on top\n for (; j >= 0; j--) {\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n\n xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */\n forEachControl: function(fn) {\n for (var i in this.controls) {\n fn(this.controls[i], i, this);\n };\n },\n\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */\n _setCornerCoords: function() {\n var coords = this.oCoords;\n\n for (var control in coords) {\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(\n this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(\n this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor ||\n (this.canvas && !this.canvas.interactive) ||\n (this.canvas && this.canvas._activeObject !== this)\n ) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),\n vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(),\n strokeWidth = this.borderScaleFactor,\n width = wh.x + strokeWidth,\n height = wh.y + strokeWidth,\n hasControls = typeof styleOverride.hasControls !== 'undefined' ?\n styleOverride.hasControls : this.hasControls,\n shouldStroke = false;\n\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(\n control.x * width + control.offsetX,\n control.y * height + control.offsetY\n );\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options),\n strokeWidth = this.strokeWidth,\n strokeUniform = this.strokeUniform,\n borderScaleFactor = this.borderScaleFactor,\n width =\n bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor,\n height =\n bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n ctx.restore();\n return this;\n },\n\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n\n return this;\n },\n\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */\n isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlsVisibility: function(options) {\n options || (options = { });\n\n for (var p in options) {\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\n\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */\n FX_DURATION: 500,\n\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxCenterObjectH: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: object.left,\n endValue: this.getCenter().left,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('left', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n\n return this;\n },\n\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxCenterObjectV: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: object.top,\n endValue: this.getCenter().top,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('top', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n\n return this;\n },\n\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxRemove: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('opacity', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function () {\n _this.remove(object);\n onComplete();\n }\n });\n\n return this;\n }\n});\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @chainable\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */\n animate: function() {\n if (arguments[0] && typeof arguments[0] === 'object') {\n var propsToAnimate = [], prop, skipCallbacks;\n for (prop in arguments[0]) {\n propsToAnimate.push(prop);\n }\n for (var i = 0, len = propsToAnimate.length; i < len; i++) {\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks);\n }\n }\n else {\n this._animate.apply(this, arguments);\n }\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */\n _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n\n to = to.toString();\n\n if (!options) {\n options = { };\n }\n else {\n options = fabric.util.object.clone(options);\n }\n\n if (~property.indexOf('.')) {\n propPair = property.split('.');\n }\n\n var propIsColor =\n _this.colorProperties.indexOf(property) > -1 ||\n (propPair && _this.colorProperties.indexOf(propPair[1]) > -1);\n\n var currentValue = propPair\n ? this.get(propPair[0])[propPair[1]]\n : this.get(property);\n\n if (!('from' in options)) {\n options.from = currentValue;\n }\n\n if (!propIsColor) {\n if (~to.indexOf('=')) {\n to = currentValue + parseFloat(to.replace('=', ''));\n }\n else {\n to = parseFloat(to);\n }\n }\n\n var _options = {\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function (value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n }\n else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function (value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n }\n else {\n return fabric.util.animate(_options);\n }\n }\n});\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n coordProps = { x1: 1, x2: 1, y1: 1, y2: 1 };\n\n if (fabric.Line) {\n fabric.warn('fabric.Line is already defined');\n return;\n }\n\n /**\n * Line class\n * @class fabric.Line\n * @extends fabric.Object\n * @see {@link fabric.Line#initialize} for constructor definition\n */\n fabric.Line = fabric.util.createClass(fabric.Object, /** @lends fabric.Line.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'line',\n\n /**\n * x value or first line edge\n * @type Number\n * @default\n */\n x1: 0,\n\n /**\n * y value or first line edge\n * @type Number\n * @default\n */\n y1: 0,\n\n /**\n * x value or second line edge\n * @type Number\n * @default\n */\n x2: 0,\n\n /**\n * y value or second line edge\n * @type Number\n * @default\n */\n y2: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('x1', 'x2', 'y1', 'y2'),\n\n /**\n * Constructor\n * @param {Array} [points] Array of points\n * @param {Object} [options] Options object\n * @return {fabric.Line} thisArg\n */\n initialize: function(points, options) {\n if (!points) {\n points = [0, 0, 0, 0];\n }\n\n this.callSuper('initialize', options);\n\n this.set('x1', points[0]);\n this.set('y1', points[1]);\n this.set('x2', points[2]);\n this.set('y2', points[3]);\n\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Object} [options] Options\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n\n this.width = Math.abs(this.x2 - this.x1);\n this.height = Math.abs(this.y2 - this.y1);\n\n this.left = 'left' in options\n ? options.left\n : this._getLeftToOriginX();\n\n this.top = 'top' in options\n ? options.top\n : this._getTopToOriginY();\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n if (typeof coordProps[key] !== 'undefined') {\n this._setWidthHeight();\n }\n return this;\n },\n\n /**\n * @private\n * @return {Number} leftToOriginX Distance from left edge of canvas to originX of Line.\n */\n _getLeftToOriginX: makeEdgeToOriginGetter(\n { // property names\n origin: 'originX',\n axis1: 'x1',\n axis2: 'x2',\n dimension: 'width'\n },\n { // possible values of origin\n nearest: 'left',\n center: 'center',\n farthest: 'right'\n }\n ),\n\n /**\n * @private\n * @return {Number} topToOriginY Distance from top edge of canvas to originY of Line.\n */\n _getTopToOriginY: makeEdgeToOriginGetter(\n { // property names\n origin: 'originY',\n axis1: 'y1',\n axis2: 'y2',\n dimension: 'height'\n },\n { // possible values of origin\n nearest: 'top',\n center: 'center',\n farthest: 'bottom'\n }\n ),\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n\n\n var p = this.calcLinePoints();\n ctx.moveTo(p.x1, p.y1);\n ctx.lineTo(p.x2, p.y2);\n\n ctx.lineWidth = this.strokeWidth;\n\n // TODO: test this\n // make sure setting \"fill\" changes color of a line\n // (by copying fillStyle to strokeStyle, since line is stroked, not filled)\n var origStrokeStyle = ctx.strokeStyle;\n ctx.strokeStyle = this.stroke || ctx.fillStyle;\n this.stroke && this._renderStroke(ctx);\n ctx.strokeStyle = origStrokeStyle;\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return {\n x: (this.x1 + this.x2) / 2,\n y: (this.y1 + this.y2) / 2,\n };\n },\n\n /**\n * Returns object representation of an instance\n * @method toObject\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), this.calcLinePoints());\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n */\n _getNonTransformedDimensions: function() {\n var dim = this.callSuper('_getNonTransformedDimensions');\n if (this.strokeLineCap === 'butt') {\n if (this.width === 0) {\n dim.y -= this.strokeWidth;\n }\n if (this.height === 0) {\n dim.x -= this.strokeWidth;\n }\n }\n return dim;\n },\n\n /**\n * Recalculates line points given width and height\n * @private\n */\n calcLinePoints: function() {\n var xMult = this.x1 <= this.x2 ? -1 : 1,\n yMult = this.y1 <= this.y2 ? -1 : 1,\n x1 = (xMult * this.width * 0.5),\n y1 = (yMult * this.height * 0.5),\n x2 = (xMult * this.width * -0.5),\n y2 = (yMult * this.height * -0.5);\n\n return {\n x1: x1,\n x2: x2,\n y1: y1,\n y2: y2\n };\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var p = this.calcLinePoints();\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Line.fromElement})\n * @static\n * @memberOf fabric.Line\n * @see http://www.w3.org/TR/SVG/shapes.html#LineElement\n */\n fabric.Line.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x1 y1 x2 y2'.split(' '));\n\n /**\n * Returns fabric.Line instance from an SVG element\n * @static\n * @memberOf fabric.Line\n * @param {SVGElement} element Element to parse\n * @param {Object} [options] Options object\n * @param {Function} [callback] callback function invoked after parsing\n */\n fabric.Line.fromElement = function(element, callback, options) {\n options = options || { };\n var parsedAttributes = fabric.parseAttributes(element, fabric.Line.ATTRIBUTE_NAMES),\n points = [\n parsedAttributes.x1 || 0,\n parsedAttributes.y1 || 0,\n parsedAttributes.x2 || 0,\n parsedAttributes.y2 || 0\n ];\n callback(new fabric.Line(points, extend(parsedAttributes, options)));\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Line instance from an object representation\n * @static\n * @memberOf fabric.Line\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n */\n fabric.Line.fromObject = function(object, callback) {\n function _callback(instance) {\n delete instance.points;\n callback && callback(instance);\n };\n var options = clone(object, true);\n options.points = [object.x1, object.y1, object.x2, object.y2];\n fabric.Object._fromObject('Line', options, _callback, 'points');\n };\n\n /**\n * Produces a function that calculates distance from canvas edge to Line origin.\n */\n function makeEdgeToOriginGetter(propertyNames, originValues) {\n var origin = propertyNames.origin,\n axis1 = propertyNames.axis1,\n axis2 = propertyNames.axis2,\n dimension = propertyNames.dimension,\n nearest = originValues.nearest,\n center = originValues.center,\n farthest = originValues.farthest;\n\n return function() {\n switch (this.get(origin)) {\n case nearest:\n return Math.min(this.get(axis1), this.get(axis2));\n case center:\n return Math.min(this.get(axis1), this.get(axis2)) + (0.5 * this.get(dimension));\n case farthest:\n return Math.max(this.get(axis1), this.get(axis2));\n }\n };\n\n }\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n pi = Math.PI;\n\n if (fabric.Circle) {\n fabric.warn('fabric.Circle is already defined.');\n return;\n }\n\n /**\n * Circle class\n * @class fabric.Circle\n * @extends fabric.Object\n * @see {@link fabric.Circle#initialize} for constructor definition\n */\n fabric.Circle = fabric.util.createClass(fabric.Object, /** @lends fabric.Circle.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'circle',\n\n /**\n * Radius of this circle\n * @type Number\n * @default\n */\n radius: 0,\n\n /**\n * Start angle of the circle, moving clockwise\n * deprecated type, this should be in degree, this was an oversight.\n * probably will change to degrees in next major version\n * @type Number\n * @default 0\n */\n startAngle: 0,\n\n /**\n * End angle of the circle\n * deprecated type, this should be in degree, this was an oversight.\n * probably will change to degrees in next major version\n * @type Number\n * @default 2Pi\n */\n endAngle: pi * 2,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('radius', 'startAngle', 'endAngle'),\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Circle} thisArg\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n\n if (key === 'radius') {\n this.setRadius(value);\n }\n\n return this;\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['radius', 'startAngle', 'endAngle'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var svgString, x = 0, y = 0,\n angle = (this.endAngle - this.startAngle) % ( 2 * pi);\n\n if (angle === 0) {\n svgString = [\n '\\n'\n ];\n }\n else {\n var startX = fabric.util.cos(this.startAngle) * this.radius,\n startY = fabric.util.sin(this.startAngle) * this.radius,\n endX = fabric.util.cos(this.endAngle) * this.radius,\n endY = fabric.util.sin(this.endAngle) * this.radius,\n largeFlag = angle > pi ? '1' : '0';\n svgString = [\n '\\n'\n ];\n }\n return svgString;\n },\n /* _TO_SVG_END_ */\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n ctx.arc(\n 0,\n 0,\n this.radius,\n this.startAngle,\n this.endAngle, false);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns horizontal radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRadiusX: function() {\n return this.get('radius') * this.get('scaleX');\n },\n\n /**\n * Returns vertical radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRadiusY: function() {\n return this.get('radius') * this.get('scaleY');\n },\n\n /**\n * Sets radius of an object (and updates width accordingly)\n * @return {fabric.Circle} thisArg\n */\n setRadius: function(value) {\n this.radius = value;\n return this.set('width', value * 2).set('height', value * 2);\n },\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Circle.fromElement})\n * @static\n * @memberOf fabric.Circle\n * @see: http://www.w3.org/TR/SVG/shapes.html#CircleElement\n */\n fabric.Circle.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy r'.split(' '));\n\n /**\n * Returns {@link fabric.Circle} instance from an SVG element\n * @static\n * @memberOf fabric.Circle\n * @param {SVGElement} element Element to parse\n * @param {Function} [callback] Options callback invoked after parsing is finished\n * @param {Object} [options] Options object\n * @throws {Error} If value of `r` attribute is missing or invalid\n */\n fabric.Circle.fromElement = function(element, callback) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Circle.ATTRIBUTE_NAMES);\n\n if (!isValidRadius(parsedAttributes)) {\n throw new Error('value of `r` attribute is required and can not be negative');\n }\n\n parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.radius;\n parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.radius;\n callback(new fabric.Circle(parsedAttributes));\n };\n\n /**\n * @private\n */\n function isValidRadius(attributes) {\n return (('radius' in attributes) && (attributes.radius >= 0));\n }\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Circle} instance from an object representation\n * @static\n * @memberOf fabric.Circle\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n * @return {void}\n */\n fabric.Circle.fromObject = function(object, callback) {\n fabric.Object._fromObject('Circle', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Triangle) {\n fabric.warn('fabric.Triangle is already defined');\n return;\n }\n\n /**\n * Triangle class\n * @class fabric.Triangle\n * @extends fabric.Object\n * @return {fabric.Triangle} thisArg\n * @see {@link fabric.Triangle#initialize} for constructor definition\n */\n fabric.Triangle = fabric.util.createClass(fabric.Object, /** @lends fabric.Triangle.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'triangle',\n\n /**\n * Width is set to 100 to compensate the old initialize code that was setting it to 100\n * @type Number\n * @default\n */\n width: 100,\n\n /**\n * Height is set to 100 to compensate the old initialize code that was setting it to 100\n * @type Number\n * @default\n */\n height: 100,\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var widthBy2 = this.width / 2,\n heightBy2 = this.height / 2;\n\n ctx.beginPath();\n ctx.moveTo(-widthBy2, heightBy2);\n ctx.lineTo(0, -heightBy2);\n ctx.lineTo(widthBy2, heightBy2);\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var widthBy2 = this.width / 2,\n heightBy2 = this.height / 2,\n points = [\n -widthBy2 + ' ' + heightBy2,\n '0 ' + -heightBy2,\n widthBy2 + ' ' + heightBy2\n ].join(',');\n return [\n ''\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /**\n * Returns {@link fabric.Triangle} instance from an object representation\n * @static\n * @memberOf fabric.Triangle\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n */\n fabric.Triangle.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Triangle', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n piBy2 = Math.PI * 2;\n\n if (fabric.Ellipse) {\n fabric.warn('fabric.Ellipse is already defined.');\n return;\n }\n\n /**\n * Ellipse class\n * @class fabric.Ellipse\n * @extends fabric.Object\n * @return {fabric.Ellipse} thisArg\n * @see {@link fabric.Ellipse#initialize} for constructor definition\n */\n fabric.Ellipse = fabric.util.createClass(fabric.Object, /** @lends fabric.Ellipse.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'ellipse',\n\n /**\n * Horizontal radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {fabric.Ellipse} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this.set('rx', options && options.rx || 0);\n this.set('ry', options && options.ry || 0);\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Ellipse} thisArg\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n switch (key) {\n\n case 'rx':\n this.rx = value;\n this.set('width', value * 2);\n break;\n\n case 'ry':\n this.ry = value;\n this.set('height', value * 2);\n break;\n\n }\n return this;\n },\n\n /**\n * Returns horizontal radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRx: function() {\n return this.get('rx') * this.get('scaleX');\n },\n\n /**\n * Returns Vertical radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRy: function() {\n return this.get('ry') * this.get('scaleY');\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n ctx.save();\n ctx.transform(1, 0, 0, this.ry / this.rx, 0, 0);\n ctx.arc(\n 0,\n 0,\n this.rx,\n 0,\n piBy2,\n false);\n ctx.restore();\n this._renderPaintInOrder(ctx);\n },\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Ellipse.fromElement})\n * @static\n * @memberOf fabric.Ellipse\n * @see http://www.w3.org/TR/SVG/shapes.html#EllipseElement\n */\n fabric.Ellipse.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy rx ry'.split(' '));\n\n /**\n * Returns {@link fabric.Ellipse} instance from an SVG element\n * @static\n * @memberOf fabric.Ellipse\n * @param {SVGElement} element Element to parse\n * @param {Function} [callback] Options callback invoked after parsing is finished\n * @return {fabric.Ellipse}\n */\n fabric.Ellipse.fromElement = function(element, callback) {\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Ellipse.ATTRIBUTE_NAMES);\n\n parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.rx;\n parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.ry;\n callback(new fabric.Ellipse(parsedAttributes));\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Ellipse} instance from an object representation\n * @static\n * @memberOf fabric.Ellipse\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n * @return {void}\n */\n fabric.Ellipse.fromObject = function(object, callback) {\n fabric.Object._fromObject('Ellipse', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend;\n\n if (fabric.Rect) {\n fabric.warn('fabric.Rect is already defined');\n return;\n }\n\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */\n fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'rect',\n\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical border radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this._initRxRy();\n },\n\n /**\n * Initializes rx/ry attributes\n * @private\n */\n _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n }\n else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,\n ry = this.ry ? Math.min(this.ry, this.height / 2) : 0,\n w = this.width,\n h = this.height,\n x = -this.width / 2,\n y = -this.height / 2,\n isRounded = rx !== 0 || ry !== 0,\n /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */\n k = 1 - 0.5522847498;\n ctx.beginPath();\n\n ctx.moveTo(x + rx, y);\n\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var x = -this.width / 2, y = -this.height / 2;\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Rect.fromElement`)\n * @static\n * @memberOf fabric.Rect\n * @see: http://www.w3.org/TR/SVG/shapes.html#RectElement\n */\n fabric.Rect.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x y rx ry width height'.split(' '));\n\n /**\n * Returns {@link fabric.Rect} instance from an SVG element\n * @static\n * @memberOf fabric.Rect\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Rect.fromElement = function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n options = options || { };\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Rect.ATTRIBUTE_NAMES);\n parsedAttributes.left = parsedAttributes.left || 0;\n parsedAttributes.top = parsedAttributes.top || 0;\n parsedAttributes.height = parsedAttributes.height || 0;\n parsedAttributes.width = parsedAttributes.width || 0;\n var rect = new fabric.Rect(extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));\n rect.visible = rect.visible && rect.width > 0 && rect.height > 0;\n callback(rect);\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */\n fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Rect', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Polyline) {\n fabric.warn('fabric.Polyline is already defined');\n return;\n }\n\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */\n fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polyline',\n\n /**\n * Points array\n * @type Array\n * @default\n */\n points: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),\n\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */\n initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper('initialize', options);\n this._setPositionDimensions(options);\n },\n\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop;\n this.width = calcDim.width;\n this.height = calcDim.height;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin(\n { x: calcDim.left - this.strokeWidth / 2, y: calcDim.top - this.strokeWidth / 2 },\n 'left',\n 'top',\n this.originX,\n this.originY\n );\n }\n if (typeof options.left === 'undefined') {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === 'undefined') {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2,\n y: calcDim.top + this.height / 2\n };\n },\n\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */\n _calcDimensions: function() {\n\n var points = this.points,\n minX = min(points, 'x') || 0,\n minY = min(points, 'y') || 0,\n maxX = max(points, 'x') || 0,\n maxY = max(points, 'y') || 0,\n width = (maxX - minX),\n height = (maxY - minY);\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n points: this.points.concat()\n });\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var points = [], diffX = this.pathOffset.x, diffY = this.pathOffset.y,\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n\n for (var i = 0, len = this.points.length; i < len; i++) {\n points.push(\n toFixed(this.points[i].x - diffX, NUM_FRACTION_DIGITS), ',',\n toFixed(this.points[i].y - diffY, NUM_FRACTION_DIGITS), ' '\n );\n }\n return [\n '<' + this.type + ' ', 'COMMON_PARTS',\n 'points=\"', points.join(''),\n '\" />\\n'\n ];\n },\n /* _TO_SVG_END_ */\n\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n commonRender: function(ctx) {\n var point, len = this.points.length,\n x = this.pathOffset.x,\n y = this.pathOffset.y;\n\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for (var i = 0; i < len; i++) {\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.get('points').length;\n }\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Polyline.fromElement})\n * @static\n * @memberOf fabric.Polyline\n * @see: http://www.w3.org/TR/SVG/shapes.html#PolylineElement\n */\n fabric.Polyline.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();\n\n /**\n * Returns fabric.Polyline instance from an SVG element\n * @static\n * @memberOf fabric.Polyline\n * @param {SVGElement} element Element to parser\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Polyline.fromElementGenerator = function(_class) {\n return function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n options || (options = { });\n\n var points = fabric.parsePointsAttribute(element.getAttribute('points')),\n parsedAttributes = fabric.parseAttributes(element, fabric[_class].ATTRIBUTE_NAMES);\n parsedAttributes.fromSVG = true;\n callback(new fabric[_class](points, extend(parsedAttributes, options)));\n };\n };\n\n fabric.Polyline.fromElement = fabric.Polyline.fromElementGenerator('Polyline');\n\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Polyline', object, callback, 'points');\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Polygon) {\n fabric.warn('fabric.Polygon is already defined');\n return;\n }\n\n /**\n * Polygon class\n * @class fabric.Polygon\n * @extends fabric.Polyline\n * @see {@link fabric.Polygon#initialize} for constructor definition\n */\n fabric.Polygon = fabric.util.createClass(fabric.Polyline, /** @lends fabric.Polygon.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polygon',\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n ctx.closePath();\n this._renderPaintInOrder(ctx);\n },\n\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Polygon.fromElement`)\n * @static\n * @memberOf fabric.Polygon\n * @see: http://www.w3.org/TR/SVG/shapes.html#PolygonElement\n */\n fabric.Polygon.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();\n\n /**\n * Returns {@link fabric.Polygon} instance from an SVG element\n * @static\n * @memberOf fabric.Polygon\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Polygon.fromElement = fabric.Polyline.fromElementGenerator('Polygon');\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Polygon instance from an object representation\n * @static\n * @memberOf fabric.Polygon\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n * @return {void}\n */\n fabric.Polygon.fromObject = function(object, callback) {\n fabric.Object._fromObject('Polygon', object, callback, 'points');\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n extend = fabric.util.object.extend,\n _toString = Object.prototype.toString,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Path) {\n fabric.warn('fabric.Path is already defined');\n return;\n }\n\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */\n fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'path',\n\n /**\n * Array of path points\n * @type Array\n * @default\n */\n path: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),\n\n stateProperties: fabric.Object.prototype.stateProperties.concat('path'),\n\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */\n initialize: function(path, options) {\n options = options || { };\n this.callSuper('initialize', options);\n if (!path) {\n path = [];\n }\n\n var fromArray = _toString.call(path) === '[object Array]';\n\n this.path = fabric.util.makePathSimpler(\n fromArray ? path : fabric.util.parsePath(path)\n );\n\n if (!this.path) {\n return;\n }\n fabric.Polyline.prototype._setPositionDimensions.call(this, options);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _renderPathCommands: function(ctx) {\n var current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n controlX = 0, // current control point x\n controlY = 0, // current control point y\n l = -this.pathOffset.x,\n t = -this.pathOffset.y;\n\n ctx.beginPath();\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(\n current[1] + l,\n current[2] + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n ctx.quadraticCurveTo(\n current[1] + l,\n current[2] + t,\n current[3] + l,\n current[4] + t\n );\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n path: this.path.map(function(item) { return item.slice(); }),\n });\n },\n\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject(['sourcePath'].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var path = fabric.util.joinPath(this.path);\n return [\n '\\n'\n ];\n },\n\n _getOffsetTransform: function() {\n var digits = fabric.Object.NUM_FRACTION_DIGITS;\n return ' translate(' + toFixed(-this.pathOffset.x, digits) + ', ' +\n toFixed(-this.pathOffset.y, digits) + ')';\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n var additionalTransform = this._getOffsetTransform();\n return '\\t' + this._createBaseClipPathSVGMarkup(\n this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform }\n );\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n var additionalTransform = this._getOffsetTransform();\n return this._createBaseSVGMarkup(this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform });\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.path.length;\n },\n\n /**\n * @private\n */\n _calcDimensions: function() {\n\n var aX = [],\n aY = [],\n current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n bounds;\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n\n case 'C': // bezierCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n x = current[5];\n y = current[6];\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[1],\n current[2],\n current[3],\n current[4]\n );\n x = current[3];\n y = current[4];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function (point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n\n var minX = min(aX) || 0,\n minY = min(aY) || 0,\n maxX = max(aX) || 0,\n maxY = max(aY) || 0,\n deltaX = maxX - minX,\n deltaY = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === 'string') {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function (elements) {\n var path = elements[0];\n path.setOptions(object);\n callback && callback(path);\n });\n }\n else {\n fabric.Object._fromObject('Path', object, callback, 'path');\n }\n };\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Path.fromElement`)\n * @static\n * @memberOf fabric.Path\n * @see http://www.w3.org/TR/SVG/paths.html#PathElement\n */\n fabric.Path.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(['d']);\n\n /**\n * Creates an instance of fabric.Path from an SVG element\n * @static\n * @memberOf fabric.Path\n * @param {SVGElement} element to parse\n * @param {Function} callback Callback to invoke when an fabric.Path instance is created\n * @param {Object} [options] Options object\n * @param {Function} [callback] Options callback invoked after parsing is finished\n */\n fabric.Path.fromElement = function(element, callback, options) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Path.ATTRIBUTE_NAMES);\n parsedAttributes.fromSVG = true;\n callback(new fabric.Path(parsedAttributes.d, extend(parsedAttributes, options)));\n };\n /* _FROM_SVG_END_ */\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max;\n\n if (fabric.Group) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */\n fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'group',\n\n /**\n * Width of stroke\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */\n subTargetCheck: false,\n\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */\n cacheProperties: [],\n\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */\n useSetOnGroup: false,\n\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */\n initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper('initialize', options);\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper('initialize', options);\n }\n else {\n this._updateObjectsACoords();\n }\n\n this.setCoords();\n },\n\n /**\n * @private\n */\n _updateObjectsACoords: function() {\n var skipControls = true;\n for (var i = this._objects.length; i--; ){\n this._objects[i].setCoords(skipControls);\n }\n },\n\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */\n _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for (var i = this._objects.length; i--; ){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */\n _updateObjectCoords: function(object, center) {\n var objectLeft = object.left,\n objectTop = object.top,\n skipControls = true;\n\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n\n /**\n * Returns string represenation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set('canvas', this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n }\n else {\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n\n /**\n * @private\n */\n _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set('canvas', this.canvas);\n },\n\n /**\n * @private\n */\n _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n\n /**\n * @private\n */\n _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while (i--) {\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === 'canvas') {\n while (i--) {\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects\n .filter(function (obj) {\n return !obj.excludeFromExport;\n })\n .map(function (obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n }\n else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */\n render: function(ctx) {\n this._transformDone = true;\n this.callSuper('render', ctx);\n this._transformDone = false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */\n willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return this.ownCaching || (this.group && this.group.isOnACache());\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx);\n },\n\n /**\n * Check if cache is dirty\n */\n isCacheDirty: function(skipCanvas) {\n if (this.callSuper('isCacheDirty', skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */\n _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n\n /**\n * Realises the transform from this group onto the supplied object\n * i.e. it tells you what would happen if the supplied object was in\n * the group, and then the group was destroyed. It mutates the supplied\n * object.\n * Warning: this method is not useful anymore, it has been kept to no break the api.\n * is not used in the fabricJS codebase\n * this method will be reduced to using the utility.\n * @private\n * @deprecated\n * @param {fabric.Object} object\n * @param {Array} parentMatrix parent transformation\n * @return {fabric.Object} transformedObject\n */\n realizeTransform: function(object, parentMatrix) {\n fabric.util.addTransformToObject(object, parentMatrix);\n return object;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set('dirty', true);\n });\n return this._restoreObjectsState();\n },\n\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */\n toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = 'activeSelection';\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */\n setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n\n /**\n * @private\n */\n _calcBounds: function(onlyWidthHeight) {\n var aX = [],\n aY = [],\n o, prop, coords,\n props = ['tr', 'br', 'bl', 'tl'],\n i = 0, iLen = this._objects.length,\n j, jLen = props.length;\n\n for ( ; i < iLen; ++i) {\n o = this._objects[i];\n coords = o.calcACoords();\n for (j = 0; j < jLen; j++) {\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n\n /**\n * @private\n */\n _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)),\n maxXY = new fabric.Point(max(aX), max(aY)),\n top = minXY.y || 0, left = minXY.x || 0,\n width = (maxXY.x - minXY.x) || 0,\n height = (maxXY.y - minXY.y) || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');\n }\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n _toSVG: function(reviver) {\n var svgString = ['\\n'];\n\n for (var i = 0, len = this._objects.length; i < len; i++) {\n svgString.push('\\t\\t', this._objects[i].toSVG(reviver));\n }\n svgString.push('\\n');\n return svgString;\n },\n\n /**\n * Returns styles-string for svg-export, specific version for group\n * @return {String}\n */\n getSvgStyles: function() {\n var opacity = typeof this.opacity !== 'undefined' && this.opacity !== 1 ?\n 'opacity: ' + this.opacity + ';' : '',\n visibility = this.visible ? '' : ' visibility: hidden;';\n return [\n opacity,\n this.getSvgFilter(),\n visibility\n ].join('');\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n var svgString = [];\n\n for (var i = 0, len = this._objects.length; i < len; i++) {\n svgString.push('\\t', this._objects[i].toClipPathSVG(reviver));\n }\n\n return this._createBaseClipPathSVGMarkup(svgString, { reviver: reviver });\n },\n /* _TO_SVG_END_ */\n });\n\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */\n fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects,\n options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === 'string') {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function (elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n group.set(options);\n callback && callback(group);\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n fabric.util.enlivenObjects([object.clipPath], function(enlivedClipPath) {\n var options = fabric.util.object.clone(object, true);\n options.clipPath = enlivedClipPath[0];\n delete options.objects;\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.ActiveSelection) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */\n fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'activeSelection',\n\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */\n toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */\n onDeselect: function() {\n this.destroy();\n return false;\n },\n\n /**\n * Returns string representation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return false;\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */\n _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper('_renderControls', ctx, styleOverride);\n childrenOverride = childrenOverride || { };\n if (typeof childrenOverride.hasControls === 'undefined') {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n },\n });\n\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */\n fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var extend = fabric.util.object.extend;\n\n if (!global.fabric) {\n global.fabric = { };\n }\n\n if (global.fabric.Image) {\n fabric.warn('fabric.Image is already defined.');\n return;\n }\n\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */\n fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'image',\n\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */\n srcFromAttribute: false,\n\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleX: 1,\n\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleY: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingX: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingY: 1,\n\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */\n minimumScaleTrigger: 0.5,\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('cropX', 'cropY'),\n\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */\n cacheKey: '',\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropX: 0,\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropY: 0,\n\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */\n imageSmoothing: true,\n\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */\n initialize: function(element, options) {\n options || (options = { });\n this.filters = [];\n this.cacheKey = 'texture' + fabric.Object.__uid++;\n this.callSuper('initialize', options);\n this._initElement(element, options);\n },\n\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */\n getElement: function() {\n return this._element || {};\n },\n\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n\n /**\n * Delete a single texture if in webgl mode\n */\n removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */\n dispose: function() {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._cacheContext = undefined;\n ['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */\n getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */\n getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var filters = [];\n\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(\n this.callSuper(\n 'toObject',\n ['cropX', 'cropY'].concat(propertiesToInclude)\n ), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters,\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */\n hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var svgString = [], imageMarkup = [], strokeSvg, element = this._element,\n x = -this.width / 2, y = -this.height / 2, clipPath = '', imageRendering = '';\n if (!element) {\n return [];\n }\n if (this.hasCrop()) {\n var clipPathId = fabric.Object.__uid++;\n svgString.push(\n '\\n',\n '\\t\\n',\n '\\n'\n );\n clipPath = ' clip-path=\"url(#imageCrop_' + clipPathId + ')\" ';\n }\n if (!this.imageSmoothing) {\n imageRendering = '\" image-rendering=\"optimizeSpeed';\n }\n imageMarkup.push('\\t element with actual transformation, then offsetting object to the top/left\n // so that object's center aligns with container's left/top\n '\" width=\"', element.width || element.naturalWidth,\n '\" height=\"', element.height || element.height,\n imageRendering,\n '\"', clipPath,\n '>\\n');\n\n if (this.stroke || this.strokeDashArray) {\n var origFill = this.fill;\n this.fill = null;\n strokeSvg = [\n '\\t\\n'\n ];\n this.fill = origFill;\n }\n if (this.paintFirst !== 'fill') {\n svgString = svgString.concat(strokeSvg, imageMarkup);\n }\n else {\n svgString = svgString.concat(imageMarkup, strokeSvg);\n }\n return svgString;\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */\n getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n\n if (this.srcFromAttribute) {\n return element.getAttribute('src');\n }\n else {\n return element.src;\n }\n }\n else {\n return this.src || '';\n }\n },\n\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n applyResizeFilters: function() {\n var filter = this.resizeFilter,\n minimumScale = this.minimumScaleTrigger,\n objectScale = this.getTotalObjectScaling(),\n scaleX = objectScale.scaleX,\n scaleY = objectScale.scaleY,\n elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set('dirty', true);\n }\n if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(),\n cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,\n sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters(\n [filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */\n applyFilters: function(filters) {\n\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) { return filter && !filter.isNeutralState(); });\n this.set('dirty', true);\n\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + '_filtered');\n\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n\n var imgElement = this._originalElement,\n sourceWidth = imgElement.naturalWidth || imgElement.width,\n sourceHeight = imgElement.naturalHeight || imgElement.height;\n\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n }\n else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(\n filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width ||\n this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */\n shouldCache: function() {\n return this.needsItsOwnCache();\n },\n\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY,\n w = this.width, h = this.height, min = Math.min, max = Math.max,\n // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0),\n elWidth = elementToDraw.naturalWidth || elementToDraw.width,\n elHeight = elementToDraw.naturalHeight || elementToDraw.height,\n sX = cropX * scaleX,\n sY = cropY * scaleY,\n // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX),\n sH = min(h * scaleY, elHeight - sY),\n x = -w / 2, y = -h / 2,\n maxDestW = min(w, elWidth / scaleX - cropX),\n maxDestH = min(h, elHeight / scaleY - cropY);\n\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n\n /**\n * needed to check if image needs resize\n * @private\n */\n _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);\n },\n\n /**\n * @private\n */\n _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */\n _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initConfig: function(options) {\n options || (options = { });\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */\n _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, 'fabric.Image.filters');\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */\n parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || ''),\n rWidth = this._element.width, rHeight = this._element.height,\n scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0,\n offset, pWidth = this.width, pHeight = this.height, parsedAttributes = { width: pWidth, height: pHeight };\n if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {\n if (pAR.meetOrSlice === 'meet') {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === 'Min') {\n offsetLeft = -offset;\n }\n if (pAR.alignX === 'Max') {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === 'Min') {\n offsetTop = -offset;\n }\n if (pAR.alignY === 'Max') {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === 'slice') {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === 'Mid') {\n cropX = offset / 2;\n }\n if (pAR.alignX === 'Max') {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === 'Mid') {\n cropY = offset / 2;\n }\n if (pAR.alignY === 'Max') {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n }\n else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */\n fabric.Image.CSS_CANVAS = 'canvas-img';\n\n /**\n * Alias for getSrc\n * @static\n */\n fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */\n fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjects([object.clipPath], function(enlivedProps) {\n object.clipPath = enlivedProps[0];\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */\n fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Image.fromElement})\n * @static\n * @see {@link http://www.w3.org/TR/SVG/struct.html#ImageElement}\n */\n fabric.Image.ATTRIBUTE_NAMES =\n fabric.SHARED_ATTRIBUTES.concat(\n 'x y width height preserveAspectRatio xlink:href crossOrigin image-rendering'.split(' ')\n );\n\n /**\n * Returns {@link fabric.Image} instance from an SVG element\n * @static\n * @param {SVGElement} element Element to parse\n * @param {Object} [options] Options object\n * @param {Function} callback Callback to execute when fabric.Image object is created\n * @return {fabric.Image} Instance of fabric.Image\n */\n fabric.Image.fromElement = function(element, callback, options) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Image.ATTRIBUTE_NAMES);\n fabric.Image.fromURL(parsedAttributes['xlink:href'], callback,\n extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));\n };\n /* _FROM_SVG_END_ */\n\n})( true ? exports : 0);\n\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * @private\n * @return {Number} angle value\n */\n _getAngleValueForStraighten: function() {\n var angle = this.angle % 360;\n if (angle > 0) {\n return Math.round((angle - 1) / 90) * 90;\n }\n return Math.round(angle / 90) * 90;\n },\n\n /**\n * Straightens an object (rotating it from current angle to one of 0, 90, 180, 270, etc. depending on which is closer)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n straighten: function() {\n this.rotate(this._getAngleValueForStraighten());\n return this;\n },\n\n /**\n * Same as {@link fabric.Object.prototype.straighten} but with animation\n * @param {Object} callbacks Object with callback functions\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Object} thisArg\n * @chainable\n */\n fxStraighten: function(callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: this.get('angle'),\n endValue: this._getAngleValueForStraighten(),\n duration: this.FX_DURATION,\n onChange: function(value) {\n _this.rotate(value);\n onChange();\n },\n onComplete: function() {\n _this.setCoords();\n onComplete();\n },\n });\n\n return this;\n }\n});\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Straightens object, then rerenders canvas\n * @param {fabric.Object} object Object to straighten\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n straightenObject: function (object) {\n object.straighten();\n this.requestRenderAll();\n return this;\n },\n\n /**\n * Same as {@link fabric.Canvas.prototype.straightenObject}, but animated\n * @param {fabric.Object} object Object to straighten\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxStraightenObject: function (object) {\n object.fxStraighten({\n onChange: this.requestRenderAllBound\n });\n return this;\n }\n});\n\n\n(function() {\n\n 'use strict';\n\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */\n function testPrecision(gl, precision){\n var fragmentSource = 'precision ' + precision + ' float;\\nvoid main(){}';\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */\n fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = ['highp', 'mediump', 'lowp'];\n for (var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])){\n fabric.webGlPrecision = precisions[i];\n break;\n };\n }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n\n fabric.WebglFilterBackend = WebglFilterBackend;\n\n /**\n * WebGL filter backend.\n */\n function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n };\n\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n\n tileSize: 2048,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */\n setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */\n chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== 'undefined', canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n }\n catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';\n\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n }\n else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */\n createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n },\n gl = canvas.getContext('webgl', glOptions);\n if (!gl) {\n gl = canvas.getContext('experimental-webgl', glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */\n applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture ||\n this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n\n /**\n * Detach event listeners, remove references, and clean up caches.\n */\n dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n\n /**\n * Wipe out WebGL-related caches.\n */\n clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @returns {WebGLTexture}\n */\n createTexture: function(gl, width, height, textureImageSource) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n }\n else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */\n getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n }\n else {\n var texture = this.createTexture(\n this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */\n evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n\n copyGLTo2D: copyGLTo2DDrawImage,\n\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */\n captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = { renderer: '', vendor: '' };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension('WEBGL_debug_renderer_info');\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n },\n };\n})();\n\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas,\n width = targetCanvas.width, height = targetCanvas.height,\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight;\n\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,\n ctx = targetCanvas.getContext('2d');\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,\n targetCanvas.width, targetCanvas.height);\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight,\n numBytes = dWidth * dHeight * 4;\n\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n\n\n(function() {\n\n 'use strict';\n\n var noop = function() {};\n\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n\n /**\n * Canvas 2D filter backend.\n */\n function Canvas2dFilterBackend() {};\n\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */\n applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext('2d');\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this,\n };\n filters.forEach(function(filter) { filter.applyTo(pipelineState); });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n },\n\n };\n})();\n\n\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */\nfabric.Image = fabric.Image || { };\nfabric.Image.filters = fabric.Image.filters || { };\n\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */\nfabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'BaseFilter',\n\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n fragmentSource: 'precision highp float;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n '}',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */\n createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== 'highp'){\n fragmentSource = fragmentSource.replace(\n /precision highp float/g,\n 'precision ' + fabric.webGlPrecision + ' float'\n );\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Vertex shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(vertexShader)\n );\n }\n\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Fragment shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(fragmentShader)\n );\n }\n\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' +\n gl.getProgramInfoLog(program)\n );\n }\n\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || { };\n uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');\n uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */\n getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, 'aPosition'),\n };\n },\n\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */\n getUniformLocations: function (/* gl, program */) {\n // in case i do not need any special uniform i need to return an empty object\n return { };\n },\n\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */\n sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,\n options.targetTexture, 0);\n }\n else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/\n isNeutralState: function(/* options */) {\n var main = this.mainParameter,\n _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for (var i = _class[main].length; i--;) {\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n }\n else {\n return _class[main] === this[main];\n }\n }\n else {\n return false;\n }\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n }\n else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */\n sendUniformData: function(/* gl, uniformLocations */) {\n // Intentionally left blank. Override me in subclasses.\n },\n\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */\n createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement('canvas');\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n var object = { type: this.type }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */\n toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\n\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'ColorMatrix',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform mat4 uColorMatrix;\\n' +\n 'uniform vec4 uConstants;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color *= uColorMatrix;\\n' +\n 'color += uConstants;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ],\n\n mainParameter: 'matrix',\n\n /**\n * Lock the colormatrix on the color part, skipping alpha, manly for non webgl scenario\n * to save some calculation\n */\n colorsOnly: true,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = data.length,\n m = this.matrix,\n r, g, b, a, i, colorsOnly = this.colorsOnly;\n\n for (i = 0; i < iLen; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n }\n else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),\n uConstants: gl.getUniformLocation(program, 'uConstants'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix,\n matrix = [\n m[0], m[1], m[2], m[3],\n m[5], m[6], m[7], m[8],\n m[10], m[11], m[12], m[13],\n m[15], m[16], m[17], m[18]\n ],\n constants = [m[4], m[9], m[14], m[19]];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */\n fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Brightness',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBrightness;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += uBrightness;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */\n brightness: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'brightness',\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n brightness = Math.round(this.brightness * 255);\n for (i = 0; i < len; i += 4) {\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, 'uBrightness'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */\n fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Convolute',\n\n /*\n * Opaque value (true/false)\n */\n opaque: false,\n\n /*\n * matrix for the filter, max 9x9\n */\n matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: {\n Convolute_3_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_3_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_5_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_5_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_7_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_7_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_9_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_9_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n },\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */\n\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n weights = this.matrix,\n side = Math.round(Math.sqrt(weights.length)),\n halfSide = Math.floor(side / 2),\n sw = imageData.width,\n sh = imageData.height,\n output = options.ctx.createImageData(sw, sh),\n dst = output.data,\n // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0,\n r, g, b, a, dstOff,\n scx, scy, srcOff, wt,\n x, y, cx, cy;\n\n for (y = 0; y < sh; y++) {\n for (x = 0; x < sw; x++) {\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0; g = 0; b = 0; a = 0;\n\n for (cy = 0; cy < side; cy++) {\n for (cx = 0; cx < side; cx++) {\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n }\n else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, 'uMatrix'),\n uOpaque: gl.getUniformLocation(program, 'uOpaque'),\n uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),\n uSize: gl.getUniformLocation(program, 'uSize'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */\n fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Grayscale',\n\n fragmentSource: {\n average: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (color.r + color.b + color.g) / 3.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, color.a);\\n' +\n '}',\n lightness: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n luminosity: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n },\n\n\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */\n mode: 'average',\n\n mainParameter: 'mode',\n\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length, value,\n mode = this.mode;\n for (i = 0; i < len; i += 4) {\n if (mode === 'average') {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n }\n else if (mode === 'lightness') {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) +\n Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n }\n else if (mode === 'luminosity') {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, 'uMode'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/\n isNeutralState: function() {\n return false;\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */\n fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Invert',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uInvert;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'if (uInvert == 1) {\\n' +\n 'gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n' +\n '} else {\\n' +\n 'gl_FragColor = color;\\n' +\n '}\\n' +\n '}',\n\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */\n invert: true,\n\n mainParameter: 'invert',\n\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length;\n for (i = 0; i < len; i += 4) {\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function() {\n return !this.invert;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, 'uInvert'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */\n fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Noise',\n\n /**\n * Fragment source for the noise program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uStepH;\\n' +\n 'uniform float uNoise;\\n' +\n 'uniform float uSeed;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'float rand(vec2 co, float seed, float vScale) {\\n' +\n 'return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'noise',\n\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */\n noise: 0,\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n noise = this.noise, rand;\n\n for (i = 0, len = data.length; i < len; i += 4) {\n\n rand = (0.5 - Math.random()) * noise;\n\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, 'uNoise'),\n uSeed: gl.getUniformLocation(program, 'uSeed'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n noise: this.noise\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */\n fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Pixelate',\n\n blocksize: 4,\n\n mainParameter: 'blocksize',\n\n /**\n * Fragment source for the Pixelate program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBlocksize;\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'float blockW = uBlocksize * uStepW;\\n' +\n 'float blockH = uBlocksize * uStepW;\\n' +\n 'int posX = int(vTexCoord.x / blockW);\\n' +\n 'int posY = int(vTexCoord.y / blockH);\\n' +\n 'float fposX = float(posX);\\n' +\n 'float fposY = float(posY);\\n' +\n 'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n' +\n 'vec4 color = texture2D(uTexture, squareCoords);\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = imageData.height,\n jLen = imageData.width,\n index, i, j, r, g, b, a,\n _i, _j, _iLen, _jLen;\n\n for (i = 0; i < iLen; i += this.blocksize) {\n for (j = 0; j < jLen; j += this.blocksize) {\n\n index = (i * 4) * jLen + (j * 4);\n\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for (_i = i; _i < _iLen; _i++) {\n for (_j = j; _j < _jLen; _j++) {\n index = (_i * 4) * jLen + (_j * 4);\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/\n isNeutralState: function() {\n return this.blocksize === 1;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),\n uStepW: gl.getUniformLocation(program, 'uStepW'),\n uStepH: gl.getUniformLocation(program, 'uStepH'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */\n fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'RemoveColor',\n\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */\n color: '#FFFFFF',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uLow;\\n' +\n 'uniform vec4 uHigh;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n 'if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n' +\n 'gl_FragColor.a = 0.0;\\n' +\n '}\\n' +\n '}',\n\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/\n distance: 0.02,\n\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/\n useAlpha: false,\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */\n\n /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n distance = this.distance * 255,\n r, g, b,\n source = new fabric.Color(this.color).getSource(),\n lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance,\n ],\n highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance,\n ];\n\n\n for (i = 0; i < data.length; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n if (r > lowC[0] &&\n g > lowC[1] &&\n b > lowC[2] &&\n r < highC[0] &&\n g < highC[1] &&\n b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, 'uLow'),\n uHigh: gl.getUniformLocation(program, 'uHigh'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(),\n distance = parseFloat(this.distance),\n lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ],\n highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */\n fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n var matrices = {\n Brownie: [\n 0.59970,0.34553,-0.27082,0,0.186,\n -0.03770,0.86095,0.15059,0,-0.1449,\n 0.24113,-0.07441,0.44972,0,-0.02965,\n 0,0,0,1,0\n ],\n Vintage: [\n 0.62793,0.32021,-0.03965,0,0.03784,\n 0.02578,0.64411,0.03259,0,0.02926,\n 0.04660,-0.08512,0.52416,0,0.02023,\n 0,0,0,1,0\n ],\n Kodachrome: [\n 1.12855,-0.39673,-0.03992,0,0.24991,\n -0.16404,1.08352,-0.05498,0,0.09698,\n -0.16786,-0.56034,1.60148,0,0.13972,\n 0,0,0,1,0\n ],\n Technicolor: [\n 1.91252,-0.85453,-0.09155,0,0.04624,\n -0.30878,1.76589,-0.10601,0,-0.27589,\n -0.23110,-0.75018,1.84759,0,0.12137,\n 0,0,0,1,0\n ],\n Polaroid: [\n 1.438,-0.062,-0.062,0,0,\n -0.122,1.378,-0.122,0,0,\n -0.016,-0.016,1.483,0,0,\n 0,0,0,1,0\n ],\n Sepia: [\n 0.393, 0.769, 0.189, 0, 0,\n 0.349, 0.686, 0.168, 0, 0,\n 0.272, 0.534, 0.131, 0, 0,\n 0, 0, 0, 1, 0\n ],\n BlackWhite: [\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 0, 0, 0, 1, 0,\n ]\n };\n\n for (var key in matrices) {\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: key,\n\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: matrices[key],\n\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */\n mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */\n colorsOnly: true,\n\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})( true ? exports : 0);\n\n\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: 'BlendColor',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n color: '#F95C63',\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend color operation.\n **/\n alpha: 1,\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'gl_FragColor.rgb *= uColor.rgb;\\n',\n screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n',\n add: 'gl_FragColor.rgb += uColor.rgb;\\n',\n diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n',\n subtract: 'gl_FragColor.rgb -= uColor.rgb;\\n',\n lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n',\n darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n',\n exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n',\n overlay: 'if (uColor.r < 0.5) {\\n' +\n 'gl_FragColor.r *= 2.0 * uColor.r;\\n' +\n '} else {\\n' +\n 'gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n' +\n '}\\n' +\n 'if (uColor.g < 0.5) {\\n' +\n 'gl_FragColor.g *= 2.0 * uColor.g;\\n' +\n '} else {\\n' +\n 'gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n' +\n '}\\n' +\n 'if (uColor.b < 0.5) {\\n' +\n 'gl_FragColor.b *= 2.0 * uColor.b;\\n' +\n '} else {\\n' +\n 'gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n' +\n '}\\n',\n tint: 'gl_FragColor.rgb *= (1.0 - uColor.a);\\n' +\n 'gl_FragColor.rgb += uColor.rgb;\\n',\n },\n\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */\n buildSource: function(mode) {\n return 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'gl_FragColor = color;\\n' +\n 'if (color.a > 0.0) {\\n' +\n this.fragmentSource[mode] +\n '}\\n' +\n '}';\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, iLen = data.length,\n tr, tg, tb,\n r, g, b,\n source, alpha1 = 1 - this.alpha;\n\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case 'screen':\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case 'add':\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case 'diff':\n case 'difference':\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case 'subtract':\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case 'darken':\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case 'lighten':\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case 'overlay':\n data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);\n data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);\n data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);\n break;\n case 'exclusion':\n data[i] = tr + r - ((2 * tr * r) / 255);\n data[i + 1] = tg + g - ((2 * tg * g) / 255);\n data[i + 2] = tb + b - ((2 * tb * b) / 255);\n break;\n case 'tint':\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, 'uColor'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */\n fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: 'BlendImage',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n image: null,\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/\n alpha: 1,\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'uniform mat3 uTransformMatrix;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.rgba *= color2.rgba;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n mask: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.a = color2.a;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context,\n texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper('applyToWebGL', options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n calculateMatrix: function() {\n var image = this.image,\n width = image._element.width,\n height = image._element.height;\n return [\n 1 / image.scaleX, 0, 0,\n 0, 1 / image.scaleY, 0,\n -image.left / width, -image.top / height, 1\n ];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n resources = options.filterBackend.resources,\n data = imageData.data, iLen = data.length,\n width = imageData.width,\n height = imageData.height,\n tr, tg, tb, ta,\n r, g, b, a,\n canvas1, context, image = this.image, blendData;\n\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext('2d');\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n }\n else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case 'mask':\n data[i + 3] = ta;\n break;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),\n uImage: gl.getUniformLocation(program, 'uImage'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */\n fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }), pow = Math.pow, floor = Math.floor,\n sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin,\n ceil = Math.ceil,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Resize',\n\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */\n resizeType: 'hermite',\n\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */\n scaleX: 1,\n\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */\n scaleY: 1,\n\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */\n lanczosLobes: 3,\n\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, 'uDelta'),\n uTaps: gl.getUniformLocation(program, 'uTaps'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,\n filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for (var i = 1; i <= filterWindow; i++) {\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */\n generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow),\n fragmentShader = this.fragmentSourceTOP, filterWindow;\n\n for (var i = 1; i <= filterWindow; i++) {\n offsets[i - 1] = i + '.0 * uDelta';\n }\n\n fragmentShader += 'uniform float uTaps[' + filterWindow + '];\\n';\n fragmentShader += 'void main() {\\n';\n fragmentShader += ' vec4 color = texture2D(uTexture, vTexCoord);\\n';\n fragmentShader += ' float sum = 1.0;\\n';\n\n offsets.forEach(function(offset, i) {\n fragmentShader += ' color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' sum += 2.0 * uTaps[' + i + '];\\n';\n });\n fragmentShader += ' gl_FragColor = color / sum;\\n';\n fragmentShader += '}';\n return fragmentShader;\n },\n\n fragmentSourceTOP: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n',\n\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return (sin(x) / x) * sin(xx) / xx;\n };\n },\n\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n scaleX = this.scaleX,\n scaleY = this.scaleY;\n\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n\n var oW = imageData.width, oH = imageData.height,\n dW = round(oW * scaleX), dH = round(oH * scaleY),\n newData;\n\n if (this.resizeType === 'sliceHack') {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'hermite') {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'bilinear') {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'lanczos') {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData,\n mult = 0.5, doneW = false, doneH = false, stepW = oW * mult,\n stepH = oH * mult, resources = fabric.filterBackend.resources,\n tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement('canvas');\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext('2d');\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n\n dW = floor(dW);\n dH = floor(dH);\n\n while (!doneW || !doneH) {\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n }\n else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n }\n else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n lanczosResize: function(options, oW, oH, dW, dH) {\n\n function process(u) {\n var v, i, weight, idx, a, red, green,\n blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for (v = 0; v < dH; v++) {\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0; red = 0; green = 0; blue = 0; alpha = 0;\n for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = { };\n }\n for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n\n if (++u < dW) {\n return process(u);\n }\n else {\n return destImg;\n }\n }\n\n var srcData = options.imageData.data,\n destImg = options.ctx.createImageData(dW, dH),\n destData = destImg.data,\n lanczos = this.lanczosCreate(this.lanczosLobes),\n ratioX = this.rcpScaleX, ratioY = this.rcpScaleY,\n rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY,\n range2X = ceil(ratioX * this.lanczosLobes / 2),\n range2Y = ceil(ratioY * this.lanczosLobes / 2),\n cacheLanc = { }, center = { }, icenter = { };\n\n return process(0);\n },\n\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl,\n color, offset = 0, origPix, ratioX = this.rcpScaleX,\n ratioY = this.rcpScaleY,\n w4 = 4 * (oW - 1), img = options.imageData,\n pixels = img.data, destImage = options.ctx.createImageData(dW, dH),\n destPixels = destImage.data;\n for (i = 0; i < dH; i++) {\n for (j = 0; j < dW; j++) {\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n\n for (chnl = 0; chnl < 4; chnl++) {\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +\n c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY,\n ratioWHalf = ceil(ratioW / 2),\n ratioHHalf = ceil(ratioH / 2),\n img = options.imageData, data = img.data,\n img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for (var j = 0; j < dH; j++) {\n for (var i = 0; i < dW; i++) {\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0,\n gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,\n centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,\n w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */\n if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */\n }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */\n fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Contrast',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uContrast;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n' +\n 'color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */\n contrast: 0,\n\n mainParameter: 'contrast',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */\n\n /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len,\n data = imageData.data, len = data.length,\n contrast = Math.floor(this.contrast * 255),\n contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n\n for (i = 0; i < len; i += 4) {\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, 'uContrast'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */\n fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Saturation',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uSaturation;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float rgMax = max(color.r, color.g);\\n' +\n 'float rgbMax = max(rgMax, color.b);\\n' +\n 'color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n' +\n 'color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n' +\n 'color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */\n saturation: 0,\n\n mainParameter: 'saturation',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */\n\n /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.saturation, i, max;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, 'uSaturation'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */\n fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Vibrance filter class\n * @class fabric.Image.filters.Vibrance\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Vibrance#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Vibrance({\n * vibrance: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Vibrance = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Vibrance.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Vibrance',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uVibrance;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float max = max(color.r, max(color.g, color.b));\\n' +\n 'float avg = (color.r + color.g + color.b) / 3.0;\\n' +\n 'float amt = (abs(max - avg) * 2.0) * uVibrance;\\n' +\n 'color.r += max != color.r ? (max - color.r) * amt : 0.00;\\n' +\n 'color.g += max != color.g ? (max - color.g) * amt : 0.00;\\n' +\n 'color.b += max != color.b ? (max - color.b) * amt : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Vibrance value, from -1 to 1.\n * Increases/decreases the saturation of more muted colors with less effect on saturated colors.\n * A value of 0 has no effect.\n * \n * @param {Number} vibrance\n * @default\n */\n vibrance: 0,\n\n mainParameter: 'vibrance',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Vibrance.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.vibrance=0] Vibrance value for the image (between -1 and 1)\n */\n\n /**\n * Apply the Vibrance operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.vibrance === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.vibrance, i, max, avg, amt;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n avg = (data[i] + data[i + 1] + data[i + 2]) / 3;\n amt = ((Math.abs(max - avg) * 2 / 255) * adjust);\n data[i] += max !== data[i] ? (max - data[i]) * amt : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * amt : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * amt : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uVibrance: gl.getUniformLocation(program, 'uVibrance'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uVibrance, -this.vibrance);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Vibrance} Instance of fabric.Image.filters.Vibrance\n */\n fabric.Image.filters.Vibrance.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n\n type: 'Blur',\n\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/\n\n /* eslint-disable max-len */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'const float nSamples = 15.0;\\n' +\n 'vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n' +\n 'float random(vec3 scale) {\\n' +\n /* use the fragment position for a different seed per-pixel */\n 'return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0.0);\\n' +\n 'float total = 0.0;\\n' +\n 'float offset = random(v3offset);\\n' +\n 'for (float t = -nSamples; t <= nSamples; t++) {\\n' +\n 'float percent = (t + offset - 0.5) / nSamples;\\n' +\n 'float weight = 1.0 - abs(percent);\\n' +\n 'color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n' +\n 'total += weight;\\n' +\n '}\\n' +\n 'gl_FragColor = color / total;\\n' +\n '}',\n /* eslint-enable max-len */\n\n /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n */\n blur: 0,\n\n mainParameter: 'blur',\n\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2,\n width = options.imageData.width,\n height = options.imageData.height;\n\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext('2d'),\n ctx2 = canvas2.getContext('2d'),\n nSamples = 15,\n random, percent, j, i,\n blur = this.blur * 0.06 * 0.5;\n\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, 'uDelta'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */\n chooseRightDelta: function() {\n var blurScale = 1, delta = [0, 0], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n }\n else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n }\n else {\n delta[1] = blur;\n }\n return delta;\n },\n });\n\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */\n filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Gamma',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec3 uGamma;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec3 correction = (1.0 / uGamma);\\n' +\n 'color.r = pow(color.r, correction.r);\\n' +\n 'color.g = pow(color.g, correction.g);\\n' +\n 'color.b = pow(color.b, correction.b);\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.rgb *= color.a;\\n' +\n '}',\n\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */\n gamma: [1, 1, 1],\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'gamma',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.gamma = [1, 1, 1];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data,\n gamma = this.gamma, len = data.length,\n rInv = 1 / gamma[0], gInv = 1 / gamma[1],\n bInv = 1 / gamma[2], i;\n\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for (i = 0, len = 256; i < len; i++) {\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for (i = 0, len = data.length; i < len; i += 4) {\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, 'uGamma'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */\n fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */\n filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n\n type: 'Composed',\n\n /**\n * A non sparse array of filters to apply\n */\n subFilters: [],\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */\n applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */\n toObject: function() {\n return fabric.util.object.extend(this.callSuper('toObject'), {\n subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),\n });\n },\n\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });\n }\n });\n\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */\n fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [],\n subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }),\n instance = new fabric.Image.filters.Composed({ subFilters: subFilters });\n callback && callback(instance);\n return instance;\n };\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'HueRotation',\n\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */\n rotation: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'rotation',\n\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad),\n aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n },\n\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */\n fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n clone = fabric.util.object.clone;\n\n if (fabric.Text) {\n fabric.warn('fabric.Text is already defined');\n return;\n }\n\n var additionalProps =\n ('fontFamily fontWeight fontSize text underline overline linethrough' +\n ' textAlign fontStyle lineHeight textBackgroundColor charSpacing styles' +\n ' direction path pathStartOffset pathSide').split(' ');\n\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */\n fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */\n _dimensionAffectingProps: [\n 'fontSize',\n 'fontWeight',\n 'fontFamily',\n 'fontStyle',\n 'lineHeight',\n 'text',\n 'charSpacing',\n 'textAlign',\n 'styles',\n 'path',\n 'pathStartOffset',\n 'pathSide'\n ],\n\n /**\n * @private\n */\n _reNewline: /\\r?\\n/,\n\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpacesAndTabs: /[ \\t\\r]/g,\n\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpaceAndTab: /[ \\t\\r]/,\n\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reWords: /\\S+/g,\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'text',\n\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */\n fontSize: 40,\n\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */\n fontWeight: 'normal',\n\n /**\n * Font family\n * @type String\n * @default\n */\n fontFamily: 'Times New Roman',\n\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */\n underline: false,\n\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */\n overline: false,\n\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */\n linethrough: false,\n\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */\n textAlign: 'left',\n\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */\n fontStyle: 'normal',\n\n /**\n * Line height\n * @type Number\n * @default\n */\n lineHeight: 1.16,\n\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n superscript: {\n size: 0.60, // fontSize factor\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n subscript: {\n size: 0.60, // fontSize factor\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n\n /**\n * Background color of text lines\n * @type String\n * @default\n */\n textBackgroundColor: '',\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */\n path: null,\n\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */\n pathStartOffset: 0,\n\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */\n pathSide: 'left',\n\n /**\n * @private\n */\n _fontSizeFraction: 0.222,\n\n /**\n * @private\n */\n offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */\n _fontSizeMult: 1.13,\n\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */\n charSpacing: 0,\n\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */\n styles: null,\n\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */\n _measuringContext: null,\n\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */\n deltaY: 0,\n\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */\n direction: 'ltr',\n\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */\n _styleProperties: [\n 'stroke',\n 'strokeWidth',\n 'fill',\n 'fontFamily',\n 'fontSize',\n 'fontWeight',\n 'fontStyle',\n 'underline',\n 'overline',\n 'linethrough',\n 'deltaY',\n 'textBackgroundColor',\n ],\n\n /**\n * contains characters bounding boxes\n */\n __charBounds: [],\n\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */\n CACHE_FONT_SIZE: 400,\n\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */\n MIN_TEXT_WIDTH: 2,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n initialize: function(text, options) {\n this.styles = options ? (options.styles || { }) : { };\n this.text = text;\n this.__skipDimension = true;\n this.callSuper('initialize', options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */\n setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache ||\n fabric.util.createCanvasElement().getContext('2d');\n }\n return fabric._measuringContext;\n },\n\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */\n _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n }\n else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Enlarge space boxes and shift the others\n */\n enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for (var j = 0, jlen = line.length; j <= jlen; j++) {\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n }\n else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */\n missingNewlineOffset: function() {\n return 1;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var dims = this.callSuper('_getCacheCanvasDimensions');\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, 'underline');\n this._renderText(ctx);\n this._renderTextDecoration(ctx, 'overline');\n this._renderTextDecoration(ctx, 'linethrough');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderText: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n }\n else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */\n _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = 'alphabetic';\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */\n calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n\n for (var i = 1, len = this._textLines.length; i < len; i++) {\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */\n _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {\n return;\n }\n var heightOfLine,\n lineLeftOffset, originalFill = ctx.fillStyle,\n line, lastColor,\n leftOffset = this._getLeftOffset(),\n lineTopOffset = this._getTopOffset(),\n boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path,\n drawStart;\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(\n -charBox.width / 2,\n -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction),\n charBox.width,\n heightOfLine / this.lineHeight\n );\n ctx.restore();\n }\n else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */\n getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = { };\n }\n var cache = fabric.charWidthsCache[fontFamily],\n cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = { };\n }\n return cache[cacheProp];\n },\n\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */\n _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle),\n previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char,\n stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth,\n fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };\n },\n\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */\n getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, 'fontSize');\n },\n\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */\n _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme,\n graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length),\n positionInPath = 0, startingPoint, totalPathLength, path = this.path,\n reverse = this.pathSide === 'right';\n\n this.__charBounds[lineIndex] = lineBounds;\n for (i = 0; i < line.length; i++) {\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch (this.textAlign) {\n case 'left':\n positionInPath = reverse ? (totalPathLength - width) : 0;\n break;\n case 'center':\n positionInPath = (totalPathLength - width) / 2;\n break;\n case 'right':\n positionInPath = reverse ? 0 : (totalPathLength - width);\n break;\n //todo - add support for justify\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for (i = reverse ? line.length - 1 : 0;\n reverse ? i >= 0 : i < line.length;\n reverse ? i-- : i++) {\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n }\n else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return { width: width, numOfSpaces: numOfSpaces };\n },\n\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */\n _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2,\n path = this.path;\n\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === 'right' ? Math.PI : 0);\n },\n\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */\n _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },\n info = this._measureChar(grapheme, style, prevGrapheme, prevStyle),\n kernedWidth = info.kernedWidth,\n width = info.width, charSpacing;\n\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY,\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */\n getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n\n var line = this._textLines[lineIndex],\n // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for (var i = 1, len = line.length; i < len; i++) {\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n\n /**\n * Calculate text box height\n */\n calcTextHeight: function() {\n var lineHeight, height = 0;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineHeight = this.getHeightOfLine(i);\n height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);\n }\n return height;\n },\n\n /**\n * @private\n * @return {Number} Left offset\n */\n _getLeftOffset: function() {\n return this.direction === 'ltr' ? -this.width / 2 : this.width / 2;\n },\n\n /**\n * @private\n * @return {Number} Top offset\n */\n _getTopOffset: function() {\n return -this.height / 2;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */\n _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n var heightOfLine = this.getHeightOfLine(i),\n maxHeight = heightOfLine / this.lineHeight,\n leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(\n method,\n ctx,\n this._textLines[i],\n left + leftOffset,\n top + lineHeights + maxHeight,\n i\n );\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas('fill')) {\n return;\n }\n\n this._renderTextCommon(ctx, 'fillText');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, 'strokeText');\n ctx.closePath();\n ctx.restore();\n },\n\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */\n _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox,\n boxWidth = 0,\n timeToRender,\n path = this.path,\n shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path,\n isLtr = this.direction === 'ltr', sign = this.direction === 'ltr' ? 1 : -1,\n drawingLeft;\n\n ctx.save();\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n this._renderChar(method, ctx, lineIndex, 0, line.join(''), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = this._hasStyleChanged(actualStyle, nextStyle);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n }\n else {\n drawingLeft = left;\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = '';\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */\n _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx,\n // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === 'percentage' || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return { offsetX: offsetX, offsetY: offsetY };\n }\n else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n }\n else {\n // is a color\n ctx[property] = filler;\n }\n return { offsetX: 0, offsetY: 0 };\n },\n\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, 'strokeStyle', decl.stroke);\n },\n\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, 'fillStyle', decl.fill);\n },\n\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */\n _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex),\n fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n shouldFill = method === 'fillText' && fullDecl.fill,\n shouldStroke = method === 'strokeText' && fullDecl.stroke && fullDecl.strokeWidth,\n fillOffsets, strokeOffsets;\n\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n\n ctx.font = this._getFontDeclaration(fullDecl);\n\n\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true),\n fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),\n dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),\n style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n\n /**\n * @private\n * @param {Object} prevStyle\n * @param {Object} thisStyle\n */\n _hasStyleChanged: function(prevStyle, thisStyle) {\n return prevStyle.fill !== thisStyle.fill ||\n prevStyle.stroke !== thisStyle.stroke ||\n prevStyle.strokeWidth !== thisStyle.strokeWidth ||\n prevStyle.fontSize !== thisStyle.fontSize ||\n prevStyle.fontFamily !== thisStyle.fontFamily ||\n prevStyle.fontWeight !== thisStyle.fontWeight ||\n prevStyle.fontStyle !== thisStyle.fontStyle ||\n prevStyle.deltaY !== thisStyle.deltaY;\n },\n\n /**\n * @private\n * @param {Object} prevStyle\n * @param {Object} thisStyle\n */\n _hasStyleChangedForSvg: function(prevStyle, thisStyle) {\n return this._hasStyleChanged(prevStyle, thisStyle) ||\n prevStyle.overline !== thisStyle.overline ||\n prevStyle.underline !== thisStyle.underline ||\n prevStyle.linethrough !== thisStyle.linethrough;\n },\n\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */\n _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex),\n lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction,\n isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === 'justify'\n || (textAlign === 'justify-center' && !isEndOfWrapping)\n || (textAlign === 'justify-right' && !isEndOfWrapping)\n || (textAlign === 'justify-left' && !isEndOfWrapping)\n ) {\n return 0;\n }\n if (textAlign === 'center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'right') {\n leftOffset = lineDiff;\n }\n if (textAlign === 'justify-center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'justify-right') {\n leftOffset = lineDiff;\n }\n if (direction === 'rtl') {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n\n /**\n * @private\n */\n _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n\n /**\n * @private\n */\n _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex]) {\n return this.__lineWidths[lineIndex];\n }\n\n var width, line = this._textLines[lineIndex], lineInfo;\n\n if (line === '') {\n width = 0;\n }\n else {\n lineInfo = this.measureLine(lineIndex);\n width = lineInfo.width;\n }\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */\n getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== 'undefined') {\n return charStyle[property];\n }\n return this[property];\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size,\n lineLeftOffset, dy, _dy,\n line, lastDecoration,\n leftOffset = this._getLeftOffset(),\n topOffset = this._getTopOffset(), top,\n boxStart, boxWidth, charBox, currentDecoration,\n maxHeight, currentFill, lastFill, path = this.path,\n charSpacing = this._getWidthOfCharSpacing(),\n offsetY = this.offsets[type];\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, 'fill');\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, 'deltaY');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, 'fill');\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, 'deltaY');\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(\n -charBox.kernedWidth / 2,\n offsetY * _size + _dy,\n charBox.kernedWidth,\n this.fontSize / 15\n );\n ctx.restore();\n }\n else if (\n (currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy)\n && boxWidth > 0\n ) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth,\n this.fontSize / 15\n );\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth - charSpacing,\n this.fontSize / 15\n );\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */\n _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily,\n fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined ||\n family.indexOf('\\'') > -1 || family.indexOf(',') > -1 ||\n family.indexOf('\"') > -1 || fontIsGeneric\n ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),\n (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),\n forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',\n fontFamily\n ].join(' ');\n },\n\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper('render', ctx);\n },\n\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */\n _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline),\n newLines = new Array(lines.length),\n newLine = ['\\n'],\n newText = [];\n for (var i = 0; i < lines.length; i++) {\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper('toObject', allProperties);\n // styles will be overridden with a properly cloned structure\n obj.styles = clone(this.styles, true);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n this.callSuper('set', key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === 'object') {\n for (var _key in key) {\n if (_key === 'path') {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === 'path';\n }\n }\n else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === 'path';\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */\n complexity: function() {\n return 1;\n }\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Text.fromElement})\n * @static\n * @memberOf fabric.Text\n * @see: http://www.w3.org/TR/SVG/text.html#TextElement\n */\n fabric.Text.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(\n 'x y dx dy font-family font-style font-weight font-size letter-spacing text-decoration text-anchor'.split(' '));\n\n /**\n * Default SVG font size\n * @static\n * @memberOf fabric.Text\n */\n fabric.Text.DEFAULT_SVG_FONT_SIZE = 16;\n\n /**\n * Returns fabric.Text instance from an SVG element (not yet implemented)\n * @static\n * @memberOf fabric.Text\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Text.fromElement = function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Text.ATTRIBUTE_NAMES),\n parsedAnchor = parsedAttributes.textAnchor || 'left';\n options = fabric.util.object.extend((options ? clone(options) : { }), parsedAttributes);\n\n options.top = options.top || 0;\n options.left = options.left || 0;\n if (parsedAttributes.textDecoration) {\n var textDecoration = parsedAttributes.textDecoration;\n if (textDecoration.indexOf('underline') !== -1) {\n options.underline = true;\n }\n if (textDecoration.indexOf('overline') !== -1) {\n options.overline = true;\n }\n if (textDecoration.indexOf('line-through') !== -1) {\n options.linethrough = true;\n }\n delete options.textDecoration;\n }\n if ('dx' in parsedAttributes) {\n options.left += parsedAttributes.dx;\n }\n if ('dy' in parsedAttributes) {\n options.top += parsedAttributes.dy;\n }\n if (!('fontSize' in options)) {\n options.fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n\n var textContent = '';\n\n // The XML is not properly parsed in IE9 so a workaround to get\n // textContent is through firstChild.data. Another workaround would be\n // to convert XML loaded from a file to be converted using DOMParser (same way loadSVGFromString() does)\n if (!('textContent' in element)) {\n if ('firstChild' in element && element.firstChild !== null) {\n if ('data' in element.firstChild && element.firstChild.data !== null) {\n textContent = element.firstChild.data;\n }\n }\n }\n else {\n textContent = element.textContent;\n }\n\n textContent = textContent.replace(/^\\s+|\\s+$|\\n+/g, '').replace(/\\s+/g, ' ');\n var originalStrokeWidth = options.strokeWidth;\n options.strokeWidth = 0;\n\n var text = new fabric.Text(textContent, options),\n textHeightScaleFactor = text.getScaledHeight() / text.height,\n lineHeightDiff = (text.height + text.strokeWidth) * text.lineHeight - text.height,\n scaledDiff = lineHeightDiff * textHeightScaleFactor,\n textHeight = text.getScaledHeight() + scaledDiff,\n offX = 0;\n /*\n Adjust positioning:\n x/y attributes in SVG correspond to the bottom-left corner of text bounding box\n fabric output by default at top, left.\n */\n if (parsedAnchor === 'center') {\n offX = text.getScaledWidth() / 2;\n }\n if (parsedAnchor === 'right') {\n offX = text.getScaledWidth();\n }\n text.set({\n left: text.left - offX,\n top: text.top - (textHeight - text.fontSize * (0.07 + text._fontSizeFraction)) / text.lineHeight,\n strokeWidth: typeof originalStrokeWidth !== 'undefined' ? originalStrokeWidth : 1,\n });\n callback(text);\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */\n fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject('Text', objectCopy, function(textInstance) {\n if (path) {\n fabric.Object._fromObject('Path', path, function(pathInstance) {\n textInstance.set('path', pathInstance);\n callback(textInstance);\n }, 'path');\n }\n else {\n callback(textInstance);\n }\n }, 'text');\n };\n\n fabric.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n\n})( true ? exports : 0);\n\n\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n return true;\n },\n\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { 0: this.styles[lineIndex] };\n // eslint-disable-next-line\n for (var p1 in obj) {\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n if (typeof obj[p1][p2][property] !== 'undefined') {\n return true;\n }\n }\n }\n return false;\n },\n\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */\n cleanStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,\n allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for (var p1 in obj) {\n letterCount = 0;\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n var styleObject = obj[p1][p2],\n stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n\n stylesCount++;\n\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n }\n else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n }\n else {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n }\n else {\n delete obj[p1][p2];\n }\n }\n\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for (var i = 0; i < this._textLines.length; i++) {\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */\n removeStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for (lineNum in obj) {\n line = obj[lineNum];\n for (charNum in line) {\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n\n /**\n * @private\n */\n _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */\n get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === 'undefined') {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines,\n len = lines.length;\n for (var i = 0; i < len; i++) {\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */\n getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for (var i = startIndex; i < endIndex; i++) {\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */\n getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position),\n style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :\n this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */\n setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n for (var i = startIndex; i < endIndex; i++) {\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */\n this._forceClearCache = true;\n return this;\n },\n\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */\n getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || { },\n styleObject = { }, prop;\n for (var i = 0; i < this._styleProperties.length; i++) {\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];\n }\n return styleObject;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */\n _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n\n /**\n * @param {Number} lineIndex\n * @private\n */\n _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n\n\n(function() {\n\n function parseDecoration(object) {\n if (object.textDecoration) {\n object.textDecoration.indexOf('underline') > -1 && (object.underline = true);\n object.textDecoration.indexOf('line-through') > -1 && (object.linethrough = true);\n object.textDecoration.indexOf('overline') > -1 && (object.overline = true);\n delete object.textDecoration;\n }\n }\n\n /**\n * IText class (introduced in v1.4) Events are also fired with \"text:\"\n * prefix when observing canvas.\n * @class fabric.IText\n * @extends fabric.Text\n * @mixes fabric.Observable\n *\n * @fires changed\n * @fires selection:changed\n * @fires editing:entered\n * @fires editing:exited\n *\n * @return {fabric.IText} thisArg\n * @see {@link fabric.IText#initialize} for constructor definition\n *\n *

Supported key combinations:

\n *
\n   *   Move cursor:                    left, right, up, down\n   *   Select character:               shift + left, shift + right\n   *   Select text vertically:         shift + up, shift + down\n   *   Move cursor by word:            alt + left, alt + right\n   *   Select words:                   shift + alt + left, shift + alt + right\n   *   Move cursor to line start/end:  cmd + left, cmd + right or home, end\n   *   Select till start/end of line:  cmd + shift + left, cmd + shift + right or shift + home, shift + end\n   *   Jump to start/end of text:      cmd + up, cmd + down\n   *   Select till start/end of text:  cmd + shift + up, cmd + shift + down or shift + pgUp, shift + pgDown\n   *   Delete character:               backspace\n   *   Delete word:                    alt + backspace\n   *   Delete line:                    cmd + backspace\n   *   Forward delete:                 delete\n   *   Copy text:                      ctrl/cmd + c\n   *   Paste text:                     ctrl/cmd + v\n   *   Cut text:                       ctrl/cmd + x\n   *   Select entire text:             ctrl/cmd + a\n   *   Quit editing                    tab or esc\n   * 
\n *\n *

Supported mouse/touch combination

\n *
\n   *   Position cursor:                click/touch\n   *   Create selection:               click/touch & drag\n   *   Create selection:               click & shift + click\n   *   Select word:                    double click\n   *   Select line:                    triple click\n   * 
\n */\n fabric.IText = fabric.util.createClass(fabric.Text, fabric.Observable, /** @lends fabric.IText.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'i-text',\n\n /**\n * Index where text selection starts (or where cursor is when there is no selection)\n * @type Number\n * @default\n */\n selectionStart: 0,\n\n /**\n * Index where text selection ends\n * @type Number\n * @default\n */\n selectionEnd: 0,\n\n /**\n * Color of text selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(17,119,255,0.3)',\n\n /**\n * Indicates whether text is in editing mode\n * @type Boolean\n * @default\n */\n isEditing: false,\n\n /**\n * Indicates whether a text can be edited\n * @type Boolean\n * @default\n */\n editable: true,\n\n /**\n * Border color of text object while it's in editing mode\n * @type String\n * @default\n */\n editingBorderColor: 'rgba(102,153,255,0.25)',\n\n /**\n * Width of cursor (in px)\n * @type Number\n * @default\n */\n cursorWidth: 2,\n\n /**\n * Color of text cursor color in editing mode.\n * if not set (default) will take color from the text.\n * if set to a color value that fabric can understand, it will\n * be used instead of the color of the text at the current position.\n * @type String\n * @default\n */\n cursorColor: '',\n\n /**\n * Delay between cursor blink (in ms)\n * @type Number\n * @default\n */\n cursorDelay: 1000,\n\n /**\n * Duration of cursor fadein (in ms)\n * @type Number\n * @default\n */\n cursorDuration: 600,\n\n /**\n * Indicates whether internal text char widths can be cached\n * @type Boolean\n * @default\n */\n caching: true,\n\n /**\n * DOM container to append the hiddenTextarea.\n * An alternative to attaching to the document.body.\n * Useful to reduce laggish redraw of the full document.body tree and\n * also with modals event capturing that won't let the textarea take focus.\n * @type HTMLElement\n * @default\n */\n hiddenTextareaContainer: null,\n\n /**\n * @private\n */\n _reSpace: /\\s|\\n/,\n\n /**\n * @private\n */\n _currentCursorOpacity: 0,\n\n /**\n * @private\n */\n _selectionDirection: null,\n\n /**\n * @private\n */\n _abortCursorAnimation: false,\n\n /**\n * @private\n */\n __widthOfSpace: [],\n\n /**\n * Helps determining when the text is in composition, so that the cursor\n * rendering is altered.\n */\n inCompositionMode: false,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.IText} thisArg\n */\n initialize: function(text, options) {\n this.callSuper('initialize', text, options);\n this.initBehavior();\n },\n\n /**\n * Sets selection start (left boundary of a selection)\n * @param {Number} index Index to set selection start to\n */\n setSelectionStart: function(index) {\n index = Math.max(index, 0);\n this._updateAndFire('selectionStart', index);\n },\n\n /**\n * Sets selection end (right boundary of a selection)\n * @param {Number} index Index to set selection end to\n */\n setSelectionEnd: function(index) {\n index = Math.min(index, this.text.length);\n this._updateAndFire('selectionEnd', index);\n },\n\n /**\n * @private\n * @param {String} property 'selectionStart' or 'selectionEnd'\n * @param {Number} index new position of property\n */\n _updateAndFire: function(property, index) {\n if (this[property] !== index) {\n this._fireSelectionChanged();\n this[property] = index;\n }\n this._updateTextarea();\n },\n\n /**\n * Fires the even of selection changed\n * @private\n */\n _fireSelectionChanged: function() {\n this.fire('selection:changed');\n this.canvas && this.canvas.fire('text:selection:changed', { target: this });\n },\n\n /**\n * Initialize text dimensions. Render all text on given context\n * or on a offscreen canvas to get the text width with measureText.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n * @private\n */\n initDimensions: function() {\n this.isEditing && this.initDelayedCursor();\n this.clearContextTop();\n this.callSuper('initDimensions');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n this.clearContextTop();\n this.callSuper('render', ctx);\n // clear the cursorOffsetCache, so we ensure to calculate once per renderCursor\n // the correct position but not at every cursor animation.\n this.cursorOffsetCache = { };\n this.renderCursorOrSelection();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n this.callSuper('_render', ctx);\n },\n\n /**\n * Prepare and clean the contextTop\n */\n clearContextTop: function(skipRestore) {\n if (!this.isEditing || !this.canvas || !this.canvas.contextTop) {\n return;\n }\n var ctx = this.canvas.contextTop, v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this.transform(ctx);\n this._clearTextArea(ctx);\n skipRestore || ctx.restore();\n },\n /**\n * Renders cursor or selection (depending on what exists)\n * it does on the contextTop. If contextTop is not available, do nothing.\n */\n renderCursorOrSelection: function() {\n if (!this.isEditing || !this.canvas || !this.canvas.contextTop) {\n return;\n }\n var boundaries = this._getCursorBoundaries(),\n ctx = this.canvas.contextTop;\n this.clearContextTop(true);\n if (this.selectionStart === this.selectionEnd) {\n this.renderCursor(boundaries, ctx);\n }\n else {\n this.renderSelection(boundaries, ctx);\n }\n ctx.restore();\n },\n\n _clearTextArea: function(ctx) {\n // we add 4 pixel, to be sure to do not leave any pixel out\n var width = this.width + 4, height = this.height + 4;\n ctx.clearRect(-width / 2, -height / 2, width, height);\n },\n\n /**\n * Returns cursor boundaries (left, top, leftOffset, topOffset)\n * @private\n * @param {Array} chars Array of characters\n * @param {String} typeOfBoundaries\n */\n _getCursorBoundaries: function(position) {\n\n // left/top are left/top of entire text box\n // leftOffset/topOffset are offset from that left/top point of a text box\n\n if (typeof position === 'undefined') {\n position = this.selectionStart;\n }\n\n var left = this._getLeftOffset(),\n top = this._getTopOffset(),\n offsets = this._getCursorBoundariesOffsets(position);\n return {\n left: left,\n top: top,\n leftOffset: offsets.left,\n topOffset: offsets.top\n };\n },\n\n /**\n * @private\n */\n _getCursorBoundariesOffsets: function(position) {\n if (this.cursorOffsetCache && 'top' in this.cursorOffsetCache) {\n return this.cursorOffsetCache;\n }\n var lineLeftOffset,\n lineIndex,\n charIndex,\n topOffset = 0,\n leftOffset = 0,\n boundaries,\n cursorPosition = this.get2DCursorLocation(position);\n charIndex = cursorPosition.charIndex;\n lineIndex = cursorPosition.lineIndex;\n for (var i = 0; i < lineIndex; i++) {\n topOffset += this.getHeightOfLine(i);\n }\n lineLeftOffset = this._getLineLeftOffset(lineIndex);\n var bound = this.__charBounds[lineIndex][charIndex];\n bound && (leftOffset = bound.left);\n if (this.charSpacing !== 0 && charIndex === this._textLines[lineIndex].length) {\n leftOffset -= this._getWidthOfCharSpacing();\n }\n boundaries = {\n top: topOffset,\n left: lineLeftOffset + (leftOffset > 0 ? leftOffset : 0),\n };\n if (this.direction === 'rtl') {\n boundaries.left *= -1;\n }\n this.cursorOffsetCache = boundaries;\n return this.cursorOffsetCache;\n },\n\n /**\n * Renders cursor\n * @param {Object} boundaries\n * @param {CanvasRenderingContext2D} ctx transformed context to draw on\n */\n renderCursor: function(boundaries, ctx) {\n var cursorLocation = this.get2DCursorLocation(),\n lineIndex = cursorLocation.lineIndex,\n charIndex = cursorLocation.charIndex > 0 ? cursorLocation.charIndex - 1 : 0,\n charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize'),\n multiplier = this.scaleX * this.canvas.getZoom(),\n cursorWidth = this.cursorWidth / multiplier,\n topOffset = boundaries.topOffset,\n dy = this.getValueOfPropertyAt(lineIndex, charIndex, 'deltaY');\n topOffset += (1 - this._fontSizeFraction) * this.getHeightOfLine(lineIndex) / this.lineHeight\n - charHeight * (1 - this._fontSizeFraction);\n\n if (this.inCompositionMode) {\n this.renderSelection(boundaries, ctx);\n }\n ctx.fillStyle = this.cursorColor || this.getValueOfPropertyAt(lineIndex, charIndex, 'fill');\n ctx.globalAlpha = this.__isMousedown ? 1 : this._currentCursorOpacity;\n ctx.fillRect(\n boundaries.left + boundaries.leftOffset - cursorWidth / 2,\n topOffset + boundaries.top + dy,\n cursorWidth,\n charHeight);\n },\n\n /**\n * Renders text selection\n * @param {Object} boundaries Object with left/top/leftOffset/topOffset\n * @param {CanvasRenderingContext2D} ctx transformed context to draw on\n */\n renderSelection: function(boundaries, ctx) {\n\n var selectionStart = this.inCompositionMode ? this.hiddenTextarea.selectionStart : this.selectionStart,\n selectionEnd = this.inCompositionMode ? this.hiddenTextarea.selectionEnd : this.selectionEnd,\n isJustify = this.textAlign.indexOf('justify') !== -1,\n start = this.get2DCursorLocation(selectionStart),\n end = this.get2DCursorLocation(selectionEnd),\n startLine = start.lineIndex,\n endLine = end.lineIndex,\n startChar = start.charIndex < 0 ? 0 : start.charIndex,\n endChar = end.charIndex < 0 ? 0 : end.charIndex;\n\n for (var i = startLine; i <= endLine; i++) {\n var lineOffset = this._getLineLeftOffset(i) || 0,\n lineHeight = this.getHeightOfLine(i),\n realLineHeight = 0, boxStart = 0, boxEnd = 0;\n\n if (i === startLine) {\n boxStart = this.__charBounds[startLine][startChar].left;\n }\n if (i >= startLine && i < endLine) {\n boxEnd = isJustify && !this.isEndOfWrapping(i) ? this.width : this.getLineWidth(i) || 5; // WTF is this 5?\n }\n else if (i === endLine) {\n if (endChar === 0) {\n boxEnd = this.__charBounds[endLine][endChar].left;\n }\n else {\n var charSpacing = this._getWidthOfCharSpacing();\n boxEnd = this.__charBounds[endLine][endChar - 1].left\n + this.__charBounds[endLine][endChar - 1].width - charSpacing;\n }\n }\n realLineHeight = lineHeight;\n if (this.lineHeight < 1 || (i === endLine && this.lineHeight > 1)) {\n lineHeight /= this.lineHeight;\n }\n var drawStart = boundaries.left + lineOffset + boxStart,\n drawWidth = boxEnd - boxStart,\n drawHeight = lineHeight, extraTop = 0;\n if (this.inCompositionMode) {\n ctx.fillStyle = this.compositionColor || 'black';\n drawHeight = 1;\n extraTop = lineHeight;\n }\n else {\n ctx.fillStyle = this.selectionColor;\n }\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - drawWidth;\n }\n ctx.fillRect(\n drawStart,\n boundaries.top + boundaries.topOffset + extraTop,\n drawWidth,\n drawHeight);\n boundaries.topOffset += realLineHeight;\n }\n },\n\n /**\n * High level function to know the height of the cursor.\n * the currentChar is the one that precedes the cursor\n * Returns fontSize of char at the current cursor\n * Unused from the library, is for the end user\n * @return {Number} Character font size\n */\n getCurrentCharFontSize: function() {\n var cp = this._getCurrentCharIndex();\n return this.getValueOfPropertyAt(cp.l, cp.c, 'fontSize');\n },\n\n /**\n * High level function to know the color of the cursor.\n * the currentChar is the one that precedes the cursor\n * Returns color (fill) of char at the current cursor\n * if the text object has a pattern or gradient for filler, it will return that.\n * Unused by the library, is for the end user\n * @return {String | fabric.Gradient | fabric.Pattern} Character color (fill)\n */\n getCurrentCharColor: function() {\n var cp = this._getCurrentCharIndex();\n return this.getValueOfPropertyAt(cp.l, cp.c, 'fill');\n },\n\n /**\n * Returns the cursor position for the getCurrent.. functions\n * @private\n */\n _getCurrentCharIndex: function() {\n var cursorPosition = this.get2DCursorLocation(this.selectionStart, true),\n charIndex = cursorPosition.charIndex > 0 ? cursorPosition.charIndex - 1 : 0;\n return { l: cursorPosition.lineIndex, c: charIndex };\n }\n });\n\n /**\n * Returns fabric.IText instance from an object representation\n * @static\n * @memberOf fabric.IText\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as argument\n */\n fabric.IText.fromObject = function(object, callback) {\n parseDecoration(object);\n if (object.styles) {\n for (var i in object.styles) {\n for (var j in object.styles[i]) {\n parseDecoration(object.styles[i][j]);\n }\n }\n }\n fabric.Object._fromObject('IText', object, callback, 'text');\n };\n})();\n\n\n(function() {\n\n var clone = fabric.util.object.clone;\n\n fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n\n /**\n * Initializes all the interactive behavior of IText\n */\n initBehavior: function() {\n this.initAddedHandler();\n this.initRemovedHandler();\n this.initCursorSelectionHandlers();\n this.initDoubleClickSimulation();\n this.mouseMoveHandler = this.mouseMoveHandler.bind(this);\n },\n\n onDeselect: function() {\n this.isEditing && this.exitEditing();\n this.selected = false;\n },\n\n /**\n * Initializes \"added\" event handler\n */\n initAddedHandler: function() {\n var _this = this;\n this.on('added', function() {\n var canvas = _this.canvas;\n if (canvas) {\n if (!canvas._hasITextHandlers) {\n canvas._hasITextHandlers = true;\n _this._initCanvasHandlers(canvas);\n }\n canvas._iTextInstances = canvas._iTextInstances || [];\n canvas._iTextInstances.push(_this);\n }\n });\n },\n\n initRemovedHandler: function() {\n var _this = this;\n this.on('removed', function() {\n var canvas = _this.canvas;\n if (canvas) {\n canvas._iTextInstances = canvas._iTextInstances || [];\n fabric.util.removeFromArray(canvas._iTextInstances, _this);\n if (canvas._iTextInstances.length === 0) {\n canvas._hasITextHandlers = false;\n _this._removeCanvasHandlers(canvas);\n }\n }\n });\n },\n\n /**\n * register canvas event to manage exiting on other instances\n * @private\n */\n _initCanvasHandlers: function(canvas) {\n canvas._mouseUpITextHandler = function() {\n if (canvas._iTextInstances) {\n canvas._iTextInstances.forEach(function(obj) {\n obj.__isMousedown = false;\n });\n }\n };\n canvas.on('mouse:up', canvas._mouseUpITextHandler);\n },\n\n /**\n * remove canvas event to manage exiting on other instances\n * @private\n */\n _removeCanvasHandlers: function(canvas) {\n canvas.off('mouse:up', canvas._mouseUpITextHandler);\n },\n\n /**\n * @private\n */\n _tick: function() {\n this._currentTickState = this._animateCursor(this, 1, this.cursorDuration, '_onTickComplete');\n },\n\n /**\n * @private\n */\n _animateCursor: function(obj, targetOpacity, duration, completeMethod) {\n\n var tickState;\n\n tickState = {\n isAborted: false,\n abort: function() {\n this.isAborted = true;\n },\n };\n\n obj.animate('_currentCursorOpacity', targetOpacity, {\n duration: duration,\n onComplete: function() {\n if (!tickState.isAborted) {\n obj[completeMethod]();\n }\n },\n onChange: function() {\n // we do not want to animate a selection, only cursor\n if (obj.canvas && obj.selectionStart === obj.selectionEnd) {\n obj.renderCursorOrSelection();\n }\n },\n abort: function() {\n return tickState.isAborted;\n }\n });\n return tickState;\n },\n\n /**\n * @private\n */\n _onTickComplete: function() {\n\n var _this = this;\n\n if (this._cursorTimeout1) {\n clearTimeout(this._cursorTimeout1);\n }\n this._cursorTimeout1 = setTimeout(function() {\n _this._currentTickCompleteState = _this._animateCursor(_this, 0, this.cursorDuration / 2, '_tick');\n }, 100);\n },\n\n /**\n * Initializes delayed cursor\n */\n initDelayedCursor: function(restart) {\n var _this = this,\n delay = restart ? 0 : this.cursorDelay;\n\n this.abortCursorAnimation();\n this._currentCursorOpacity = 1;\n this._cursorTimeout2 = setTimeout(function() {\n _this._tick();\n }, delay);\n },\n\n /**\n * Aborts cursor animation and clears all timeouts\n */\n abortCursorAnimation: function() {\n var shouldClear = this._currentTickState || this._currentTickCompleteState,\n canvas = this.canvas;\n this._currentTickState && this._currentTickState.abort();\n this._currentTickCompleteState && this._currentTickCompleteState.abort();\n\n clearTimeout(this._cursorTimeout1);\n clearTimeout(this._cursorTimeout2);\n\n this._currentCursorOpacity = 0;\n // to clear just itext area we need to transform the context\n // it may not be worth it\n if (shouldClear && canvas) {\n canvas.clearContext(canvas.contextTop || canvas.contextContainer);\n }\n\n },\n\n /**\n * Selects entire text\n * @return {fabric.IText} thisArg\n * @chainable\n */\n selectAll: function() {\n this.selectionStart = 0;\n this.selectionEnd = this._text.length;\n this._fireSelectionChanged();\n this._updateTextarea();\n return this;\n },\n\n /**\n * Returns selected text\n * @return {String}\n */\n getSelectedText: function() {\n return this._text.slice(this.selectionStart, this.selectionEnd).join('');\n },\n\n /**\n * Find new selection index representing start of current word according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findWordBoundaryLeft: function(startFrom) {\n var offset = 0, index = startFrom - 1;\n\n // remove space before cursor first\n if (this._reSpace.test(this._text[index])) {\n while (this._reSpace.test(this._text[index])) {\n offset++;\n index--;\n }\n }\n while (/\\S/.test(this._text[index]) && index > -1) {\n offset++;\n index--;\n }\n\n return startFrom - offset;\n },\n\n /**\n * Find new selection index representing end of current word according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findWordBoundaryRight: function(startFrom) {\n var offset = 0, index = startFrom;\n\n // remove space after cursor first\n if (this._reSpace.test(this._text[index])) {\n while (this._reSpace.test(this._text[index])) {\n offset++;\n index++;\n }\n }\n while (/\\S/.test(this._text[index]) && index < this._text.length) {\n offset++;\n index++;\n }\n\n return startFrom + offset;\n },\n\n /**\n * Find new selection index representing start of current line according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findLineBoundaryLeft: function(startFrom) {\n var offset = 0, index = startFrom - 1;\n\n while (!/\\n/.test(this._text[index]) && index > -1) {\n offset++;\n index--;\n }\n\n return startFrom - offset;\n },\n\n /**\n * Find new selection index representing end of current line according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findLineBoundaryRight: function(startFrom) {\n var offset = 0, index = startFrom;\n\n while (!/\\n/.test(this._text[index]) && index < this._text.length) {\n offset++;\n index++;\n }\n\n return startFrom + offset;\n },\n\n /**\n * Finds index corresponding to beginning or end of a word\n * @param {Number} selectionStart Index of a character\n * @param {Number} direction 1 or -1\n * @return {Number} Index of the beginning or end of a word\n */\n searchWordBoundary: function(selectionStart, direction) {\n var text = this._text,\n index = this._reSpace.test(text[selectionStart]) ? selectionStart - 1 : selectionStart,\n _char = text[index],\n // wrong\n reNonWord = fabric.reNonWord;\n\n while (!reNonWord.test(_char) && index > 0 && index < text.length) {\n index += direction;\n _char = text[index];\n }\n if (reNonWord.test(_char)) {\n index += direction === 1 ? 0 : 1;\n }\n return index;\n },\n\n /**\n * Selects a word based on the index\n * @param {Number} selectionStart Index of a character\n */\n selectWord: function(selectionStart) {\n selectionStart = selectionStart || this.selectionStart;\n var newSelectionStart = this.searchWordBoundary(selectionStart, -1), /* search backwards */\n newSelectionEnd = this.searchWordBoundary(selectionStart, 1); /* search forward */\n\n this.selectionStart = newSelectionStart;\n this.selectionEnd = newSelectionEnd;\n this._fireSelectionChanged();\n this._updateTextarea();\n this.renderCursorOrSelection();\n },\n\n /**\n * Selects a line based on the index\n * @param {Number} selectionStart Index of a character\n * @return {fabric.IText} thisArg\n * @chainable\n */\n selectLine: function(selectionStart) {\n selectionStart = selectionStart || this.selectionStart;\n var newSelectionStart = this.findLineBoundaryLeft(selectionStart),\n newSelectionEnd = this.findLineBoundaryRight(selectionStart);\n\n this.selectionStart = newSelectionStart;\n this.selectionEnd = newSelectionEnd;\n this._fireSelectionChanged();\n this._updateTextarea();\n return this;\n },\n\n /**\n * Enters editing state\n * @return {fabric.IText} thisArg\n * @chainable\n */\n enterEditing: function(e) {\n if (this.isEditing || !this.editable) {\n return;\n }\n\n if (this.canvas) {\n this.canvas.calcOffset();\n this.exitEditingOnOthers(this.canvas);\n }\n\n this.isEditing = true;\n\n this.initHiddenTextarea(e);\n this.hiddenTextarea.focus();\n this.hiddenTextarea.value = this.text;\n this._updateTextarea();\n this._saveEditingProps();\n this._setEditingProps();\n this._textBeforeEdit = this.text;\n\n this._tick();\n this.fire('editing:entered');\n this._fireSelectionChanged();\n if (!this.canvas) {\n return this;\n }\n this.canvas.fire('text:editing:entered', { target: this });\n this.initMouseMoveHandler();\n this.canvas.requestRenderAll();\n return this;\n },\n\n exitEditingOnOthers: function(canvas) {\n if (canvas._iTextInstances) {\n canvas._iTextInstances.forEach(function(obj) {\n obj.selected = false;\n if (obj.isEditing) {\n obj.exitEditing();\n }\n });\n }\n },\n\n /**\n * Initializes \"mousemove\" event handler\n */\n initMouseMoveHandler: function() {\n this.canvas.on('mouse:move', this.mouseMoveHandler);\n },\n\n /**\n * @private\n */\n mouseMoveHandler: function(options) {\n if (!this.__isMousedown || !this.isEditing) {\n return;\n }\n\n var newSelectionStart = this.getSelectionStartFromPointer(options.e),\n currentStart = this.selectionStart,\n currentEnd = this.selectionEnd;\n if (\n (newSelectionStart !== this.__selectionStartOnMouseDown || currentStart === currentEnd)\n &&\n (currentStart === newSelectionStart || currentEnd === newSelectionStart)\n ) {\n return;\n }\n if (newSelectionStart > this.__selectionStartOnMouseDown) {\n this.selectionStart = this.__selectionStartOnMouseDown;\n this.selectionEnd = newSelectionStart;\n }\n else {\n this.selectionStart = newSelectionStart;\n this.selectionEnd = this.__selectionStartOnMouseDown;\n }\n if (this.selectionStart !== currentStart || this.selectionEnd !== currentEnd) {\n this.restartCursorIfNeeded();\n this._fireSelectionChanged();\n this._updateTextarea();\n this.renderCursorOrSelection();\n }\n },\n\n /**\n * @private\n */\n _setEditingProps: function() {\n this.hoverCursor = 'text';\n\n if (this.canvas) {\n this.canvas.defaultCursor = this.canvas.moveCursor = 'text';\n }\n\n this.borderColor = this.editingBorderColor;\n this.hasControls = this.selectable = false;\n this.lockMovementX = this.lockMovementY = true;\n },\n\n /**\n * convert from textarea to grapheme indexes\n */\n fromStringToGraphemeSelection: function(start, end, text) {\n var smallerTextStart = text.slice(0, start),\n graphemeStart = fabric.util.string.graphemeSplit(smallerTextStart).length;\n if (start === end) {\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart };\n }\n var smallerTextEnd = text.slice(start, end),\n graphemeEnd = fabric.util.string.graphemeSplit(smallerTextEnd).length;\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };\n },\n\n /**\n * convert from fabric to textarea values\n */\n fromGraphemeToStringSelection: function(start, end, _text) {\n var smallerTextStart = _text.slice(0, start),\n graphemeStart = smallerTextStart.join('').length;\n if (start === end) {\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart };\n }\n var smallerTextEnd = _text.slice(start, end),\n graphemeEnd = smallerTextEnd.join('').length;\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };\n },\n\n /**\n * @private\n */\n _updateTextarea: function() {\n this.cursorOffsetCache = { };\n if (!this.hiddenTextarea) {\n return;\n }\n if (!this.inCompositionMode) {\n var newSelection = this.fromGraphemeToStringSelection(this.selectionStart, this.selectionEnd, this._text);\n this.hiddenTextarea.selectionStart = newSelection.selectionStart;\n this.hiddenTextarea.selectionEnd = newSelection.selectionEnd;\n }\n this.updateTextareaPosition();\n },\n\n /**\n * @private\n */\n updateFromTextArea: function() {\n if (!this.hiddenTextarea) {\n return;\n }\n this.cursorOffsetCache = { };\n this.text = this.hiddenTextarea.value;\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n var newSelection = this.fromStringToGraphemeSelection(\n this.hiddenTextarea.selectionStart, this.hiddenTextarea.selectionEnd, this.hiddenTextarea.value);\n this.selectionEnd = this.selectionStart = newSelection.selectionEnd;\n if (!this.inCompositionMode) {\n this.selectionStart = newSelection.selectionStart;\n }\n this.updateTextareaPosition();\n },\n\n /**\n * @private\n */\n updateTextareaPosition: function() {\n if (this.selectionStart === this.selectionEnd) {\n var style = this._calcTextareaPosition();\n this.hiddenTextarea.style.left = style.left;\n this.hiddenTextarea.style.top = style.top;\n }\n },\n\n /**\n * @private\n * @return {Object} style contains style for hiddenTextarea\n */\n _calcTextareaPosition: function() {\n if (!this.canvas) {\n return { x: 1, y: 1 };\n }\n var desiredPosition = this.inCompositionMode ? this.compositionStart : this.selectionStart,\n boundaries = this._getCursorBoundaries(desiredPosition),\n cursorLocation = this.get2DCursorLocation(desiredPosition),\n lineIndex = cursorLocation.lineIndex,\n charIndex = cursorLocation.charIndex,\n charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize') * this.lineHeight,\n leftOffset = boundaries.leftOffset,\n m = this.calcTransformMatrix(),\n p = {\n x: boundaries.left + leftOffset,\n y: boundaries.top + boundaries.topOffset + charHeight\n },\n retinaScaling = this.canvas.getRetinaScaling(),\n upperCanvas = this.canvas.upperCanvasEl,\n upperCanvasWidth = upperCanvas.width / retinaScaling,\n upperCanvasHeight = upperCanvas.height / retinaScaling,\n maxWidth = upperCanvasWidth - charHeight,\n maxHeight = upperCanvasHeight - charHeight,\n scaleX = upperCanvas.clientWidth / upperCanvasWidth,\n scaleY = upperCanvas.clientHeight / upperCanvasHeight;\n\n p = fabric.util.transformPoint(p, m);\n p = fabric.util.transformPoint(p, this.canvas.viewportTransform);\n p.x *= scaleX;\n p.y *= scaleY;\n if (p.x < 0) {\n p.x = 0;\n }\n if (p.x > maxWidth) {\n p.x = maxWidth;\n }\n if (p.y < 0) {\n p.y = 0;\n }\n if (p.y > maxHeight) {\n p.y = maxHeight;\n }\n\n // add canvas offset on document\n p.x += this.canvas._offset.left;\n p.y += this.canvas._offset.top;\n\n return { left: p.x + 'px', top: p.y + 'px', fontSize: charHeight + 'px', charHeight: charHeight };\n },\n\n /**\n * @private\n */\n _saveEditingProps: function() {\n this._savedProps = {\n hasControls: this.hasControls,\n borderColor: this.borderColor,\n lockMovementX: this.lockMovementX,\n lockMovementY: this.lockMovementY,\n hoverCursor: this.hoverCursor,\n selectable: this.selectable,\n defaultCursor: this.canvas && this.canvas.defaultCursor,\n moveCursor: this.canvas && this.canvas.moveCursor\n };\n },\n\n /**\n * @private\n */\n _restoreEditingProps: function() {\n if (!this._savedProps) {\n return;\n }\n\n this.hoverCursor = this._savedProps.hoverCursor;\n this.hasControls = this._savedProps.hasControls;\n this.borderColor = this._savedProps.borderColor;\n this.selectable = this._savedProps.selectable;\n this.lockMovementX = this._savedProps.lockMovementX;\n this.lockMovementY = this._savedProps.lockMovementY;\n\n if (this.canvas) {\n this.canvas.defaultCursor = this._savedProps.defaultCursor;\n this.canvas.moveCursor = this._savedProps.moveCursor;\n }\n },\n\n /**\n * Exits from editing state\n * @return {fabric.IText} thisArg\n * @chainable\n */\n exitEditing: function() {\n var isTextChanged = (this._textBeforeEdit !== this.text);\n var hiddenTextarea = this.hiddenTextarea;\n this.selected = false;\n this.isEditing = false;\n\n this.selectionEnd = this.selectionStart;\n\n if (hiddenTextarea) {\n hiddenTextarea.blur && hiddenTextarea.blur();\n hiddenTextarea.parentNode && hiddenTextarea.parentNode.removeChild(hiddenTextarea);\n }\n this.hiddenTextarea = null;\n this.abortCursorAnimation();\n this._restoreEditingProps();\n this._currentCursorOpacity = 0;\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this.fire('editing:exited');\n isTextChanged && this.fire('modified');\n if (this.canvas) {\n this.canvas.off('mouse:move', this.mouseMoveHandler);\n this.canvas.fire('text:editing:exited', { target: this });\n isTextChanged && this.canvas.fire('object:modified', { target: this });\n }\n return this;\n },\n\n /**\n * @private\n */\n _removeExtraneousStyles: function() {\n for (var prop in this.styles) {\n if (!this._textLines[prop]) {\n delete this.styles[prop];\n }\n }\n },\n\n /**\n * remove and reflow a style block from start to end.\n * @param {Number} start linear start position for removal (included in removal)\n * @param {Number} end linear end position for removal ( excluded from removal )\n */\n removeStyleFromTo: function(start, end) {\n var cursorStart = this.get2DCursorLocation(start, true),\n cursorEnd = this.get2DCursorLocation(end, true),\n lineStart = cursorStart.lineIndex,\n charStart = cursorStart.charIndex,\n lineEnd = cursorEnd.lineIndex,\n charEnd = cursorEnd.charIndex,\n i, styleObj;\n if (lineStart !== lineEnd) {\n // step1 remove the trailing of lineStart\n if (this.styles[lineStart]) {\n for (i = charStart; i < this._unwrappedTextLines[lineStart].length; i++) {\n delete this.styles[lineStart][i];\n }\n }\n // step2 move the trailing of lineEnd to lineStart if needed\n if (this.styles[lineEnd]) {\n for (i = charEnd; i < this._unwrappedTextLines[lineEnd].length; i++) {\n styleObj = this.styles[lineEnd][i];\n if (styleObj) {\n this.styles[lineStart] || (this.styles[lineStart] = { });\n this.styles[lineStart][charStart + i - charEnd] = styleObj;\n }\n }\n }\n // step3 detects lines will be completely removed.\n for (i = lineStart + 1; i <= lineEnd; i++) {\n delete this.styles[i];\n }\n // step4 shift remaining lines.\n this.shiftLineStyles(lineEnd, lineStart - lineEnd);\n }\n else {\n // remove and shift left on the same line\n if (this.styles[lineStart]) {\n styleObj = this.styles[lineStart];\n var diff = charEnd - charStart, numericChar, _char;\n for (i = charStart; i < charEnd; i++) {\n delete styleObj[i];\n }\n for (_char in this.styles[lineStart]) {\n numericChar = parseInt(_char, 10);\n if (numericChar >= charEnd) {\n styleObj[numericChar - diff] = styleObj[_char];\n delete styleObj[_char];\n }\n }\n }\n }\n },\n\n /**\n * Shifts line styles up or down\n * @param {Number} lineIndex Index of a line\n * @param {Number} offset Can any number?\n */\n shiftLineStyles: function(lineIndex, offset) {\n // shift all line styles by offset upward or downward\n // do not clone deep. we need new array, not new style objects\n var clonedStyles = clone(this.styles);\n for (var line in this.styles) {\n var numericLine = parseInt(line, 10);\n if (numericLine > lineIndex) {\n this.styles[numericLine + offset] = clonedStyles[numericLine];\n if (!clonedStyles[numericLine - offset]) {\n delete this.styles[numericLine];\n }\n }\n }\n },\n\n restartCursorIfNeeded: function() {\n if (!this._currentTickState || this._currentTickState.isAborted\n || !this._currentTickCompleteState || this._currentTickCompleteState.isAborted\n ) {\n this.initDelayedCursor();\n }\n },\n\n /**\n * Handle insertion of more consecutive style lines for when one or more\n * newlines gets added to the text. Since current style needs to be shifted\n * first we shift the current style of the number lines needed, then we add\n * new lines from the last to the first.\n * @param {Number} lineIndex Index of a line\n * @param {Number} charIndex Index of a char\n * @param {Number} qty number of lines to add\n * @param {Array} copiedStyle Array of objects styles\n */\n insertNewlineStyleObject: function(lineIndex, charIndex, qty, copiedStyle) {\n var currentCharStyle,\n newLineStyles = {},\n somethingAdded = false,\n isEndOfLine = this._unwrappedTextLines[lineIndex].length === charIndex;\n\n qty || (qty = 1);\n this.shiftLineStyles(lineIndex, qty);\n if (this.styles[lineIndex]) {\n currentCharStyle = this.styles[lineIndex][charIndex === 0 ? charIndex : charIndex - 1];\n }\n // we clone styles of all chars\n // after cursor onto the current line\n for (var index in this.styles[lineIndex]) {\n var numIndex = parseInt(index, 10);\n if (numIndex >= charIndex) {\n somethingAdded = true;\n newLineStyles[numIndex - charIndex] = this.styles[lineIndex][index];\n // remove lines from the previous line since they're on a new line now\n if (!(isEndOfLine && charIndex === 0)) {\n delete this.styles[lineIndex][index];\n }\n }\n }\n var styleCarriedOver = false;\n if (somethingAdded && !isEndOfLine) {\n // if is end of line, the extra style we copied\n // is probably not something we want\n this.styles[lineIndex + qty] = newLineStyles;\n styleCarriedOver = true;\n }\n if (styleCarriedOver) {\n // skip the last line of since we already prepared it.\n qty--;\n }\n // for the all the lines or all the other lines\n // we clone current char style onto the next (otherwise empty) line\n while (qty > 0) {\n if (copiedStyle && copiedStyle[qty - 1]) {\n this.styles[lineIndex + qty] = { 0: clone(copiedStyle[qty - 1]) };\n }\n else if (currentCharStyle) {\n this.styles[lineIndex + qty] = { 0: clone(currentCharStyle) };\n }\n else {\n delete this.styles[lineIndex + qty];\n }\n qty--;\n }\n this._forceClearCache = true;\n },\n\n /**\n * Inserts style object for a given line/char index\n * @param {Number} lineIndex Index of a line\n * @param {Number} charIndex Index of a char\n * @param {Number} quantity number Style object to insert, if given\n * @param {Array} copiedStyle array of style objects\n */\n insertCharStyleObject: function(lineIndex, charIndex, quantity, copiedStyle) {\n if (!this.styles) {\n this.styles = {};\n }\n var currentLineStyles = this.styles[lineIndex],\n currentLineStylesCloned = currentLineStyles ? clone(currentLineStyles) : {};\n\n quantity || (quantity = 1);\n // shift all char styles by quantity forward\n // 0,1,2,3 -> (charIndex=2) -> 0,1,3,4 -> (insert 2) -> 0,1,2,3,4\n for (var index in currentLineStylesCloned) {\n var numericIndex = parseInt(index, 10);\n if (numericIndex >= charIndex) {\n currentLineStyles[numericIndex + quantity] = currentLineStylesCloned[numericIndex];\n // only delete the style if there was nothing moved there\n if (!currentLineStylesCloned[numericIndex - quantity]) {\n delete currentLineStyles[numericIndex];\n }\n }\n }\n this._forceClearCache = true;\n if (copiedStyle) {\n while (quantity--) {\n if (!Object.keys(copiedStyle[quantity]).length) {\n continue;\n }\n if (!this.styles[lineIndex]) {\n this.styles[lineIndex] = {};\n }\n this.styles[lineIndex][charIndex + quantity] = clone(copiedStyle[quantity]);\n }\n return;\n }\n if (!currentLineStyles) {\n return;\n }\n var newStyle = currentLineStyles[charIndex ? charIndex - 1 : 1];\n while (newStyle && quantity--) {\n this.styles[lineIndex][charIndex + quantity] = clone(newStyle);\n }\n },\n\n /**\n * Inserts style object(s)\n * @param {Array} insertedText Characters at the location where style is inserted\n * @param {Number} start cursor index for inserting style\n * @param {Array} [copiedStyle] array of style objects to insert.\n */\n insertNewStyleBlock: function(insertedText, start, copiedStyle) {\n var cursorLoc = this.get2DCursorLocation(start, true),\n addedLines = [0], linesLength = 0;\n // get an array of how many char per lines are being added.\n for (var i = 0; i < insertedText.length; i++) {\n if (insertedText[i] === '\\n') {\n linesLength++;\n addedLines[linesLength] = 0;\n }\n else {\n addedLines[linesLength]++;\n }\n }\n // for the first line copy the style from the current char position.\n if (addedLines[0] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex, cursorLoc.charIndex, addedLines[0], copiedStyle);\n copiedStyle = copiedStyle && copiedStyle.slice(addedLines[0] + 1);\n }\n linesLength && this.insertNewlineStyleObject(\n cursorLoc.lineIndex, cursorLoc.charIndex + addedLines[0], linesLength);\n for (var i = 1; i < linesLength; i++) {\n if (addedLines[i] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);\n }\n else if (copiedStyle) {\n this.styles[cursorLoc.lineIndex + i][0] = copiedStyle[0];\n }\n copiedStyle = copiedStyle && copiedStyle.slice(addedLines[i] + 1);\n }\n // we use i outside the loop to get it like linesLength\n if (addedLines[i] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);\n }\n },\n\n /**\n * Set the selectionStart and selectionEnd according to the new position of cursor\n * mimic the key - mouse navigation when shift is pressed.\n */\n setSelectionStartEndWithShift: function(start, end, newSelection) {\n if (newSelection <= start) {\n if (end === start) {\n this._selectionDirection = 'left';\n }\n else if (this._selectionDirection === 'right') {\n this._selectionDirection = 'left';\n this.selectionEnd = start;\n }\n this.selectionStart = newSelection;\n }\n else if (newSelection > start && newSelection < end) {\n if (this._selectionDirection === 'right') {\n this.selectionEnd = newSelection;\n }\n else {\n this.selectionStart = newSelection;\n }\n }\n else {\n // newSelection is > selection start and end\n if (end === start) {\n this._selectionDirection = 'right';\n }\n else if (this._selectionDirection === 'left') {\n this._selectionDirection = 'right';\n this.selectionStart = end;\n }\n this.selectionEnd = newSelection;\n }\n },\n\n setSelectionInBoundaries: function() {\n var length = this.text.length;\n if (this.selectionStart > length) {\n this.selectionStart = length;\n }\n else if (this.selectionStart < 0) {\n this.selectionStart = 0;\n }\n if (this.selectionEnd > length) {\n this.selectionEnd = length;\n }\n else if (this.selectionEnd < 0) {\n this.selectionEnd = 0;\n }\n }\n });\n})();\n\n\nfabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n /**\n * Initializes \"dbclick\" event handler\n */\n initDoubleClickSimulation: function() {\n\n // for double click\n this.__lastClickTime = +new Date();\n\n // for triple click\n this.__lastLastClickTime = +new Date();\n\n this.__lastPointer = { };\n\n this.on('mousedown', this.onMouseDown);\n },\n\n /**\n * Default event handler to simulate triple click\n * @private\n */\n onMouseDown: function(options) {\n if (!this.canvas) {\n return;\n }\n this.__newClickTime = +new Date();\n var newPointer = options.pointer;\n if (this.isTripleClick(newPointer)) {\n this.fire('tripleclick', options);\n this._stopEvent(options.e);\n }\n this.__lastLastClickTime = this.__lastClickTime;\n this.__lastClickTime = this.__newClickTime;\n this.__lastPointer = newPointer;\n this.__lastIsEditing = this.isEditing;\n this.__lastSelected = this.selected;\n },\n\n isTripleClick: function(newPointer) {\n return this.__newClickTime - this.__lastClickTime < 500 &&\n this.__lastClickTime - this.__lastLastClickTime < 500 &&\n this.__lastPointer.x === newPointer.x &&\n this.__lastPointer.y === newPointer.y;\n },\n\n /**\n * @private\n */\n _stopEvent: function(e) {\n e.preventDefault && e.preventDefault();\n e.stopPropagation && e.stopPropagation();\n },\n\n /**\n * Initializes event handlers related to cursor or selection\n */\n initCursorSelectionHandlers: function() {\n this.initMousedownHandler();\n this.initMouseupHandler();\n this.initClicks();\n },\n\n /**\n * Default handler for double click, select a word\n */\n doubleClickHandler: function(options) {\n if (!this.isEditing) {\n return;\n }\n this.selectWord(this.getSelectionStartFromPointer(options.e));\n },\n\n /**\n * Default handler for triple click, select a line\n */\n tripleClickHandler: function(options) {\n if (!this.isEditing) {\n return;\n }\n this.selectLine(this.getSelectionStartFromPointer(options.e));\n },\n\n /**\n * Initializes double and triple click event handlers\n */\n initClicks: function() {\n this.on('mousedblclick', this.doubleClickHandler);\n this.on('tripleclick', this.tripleClickHandler);\n },\n\n /**\n * Default event handler for the basic functionalities needed on _mouseDown\n * can be overridden to do something different.\n * Scope of this implementation is: find the click position, set selectionStart\n * find selectionEnd, initialize the drawing of either cursor or selection area\n * initializing a mousedDown on a text area will cancel fabricjs knowledge of\n * current compositionMode. It will be set to false.\n */\n _mouseDownHandler: function(options) {\n if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {\n return;\n }\n\n this.__isMousedown = true;\n\n if (this.selected) {\n this.inCompositionMode = false;\n this.setCursorByClick(options.e);\n }\n\n if (this.isEditing) {\n this.__selectionStartOnMouseDown = this.selectionStart;\n if (this.selectionStart === this.selectionEnd) {\n this.abortCursorAnimation();\n }\n this.renderCursorOrSelection();\n }\n },\n\n /**\n * Default event handler for the basic functionalities needed on mousedown:before\n * can be overridden to do something different.\n * Scope of this implementation is: verify the object is already selected when mousing down\n */\n _mouseDownHandlerBefore: function(options) {\n if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {\n return;\n }\n // we want to avoid that an object that was selected and then becomes unselectable,\n // may trigger editing mode in some way.\n this.selected = this === this.canvas._activeObject;\n },\n\n /**\n * Initializes \"mousedown\" event handler\n */\n initMousedownHandler: function() {\n this.on('mousedown', this._mouseDownHandler);\n this.on('mousedown:before', this._mouseDownHandlerBefore);\n },\n\n /**\n * Initializes \"mouseup\" event handler\n */\n initMouseupHandler: function() {\n this.on('mouseup', this.mouseUpHandler);\n },\n\n /**\n * standard handler for mouse up, overridable\n * @private\n */\n mouseUpHandler: function(options) {\n this.__isMousedown = false;\n if (!this.editable || this.group ||\n (options.transform && options.transform.actionPerformed) ||\n (options.e.button && options.e.button !== 1)) {\n return;\n }\n\n if (this.canvas) {\n var currentActive = this.canvas._activeObject;\n if (currentActive && currentActive !== this) {\n // avoid running this logic when there is an active object\n // this because is possible with shift click and fast clicks,\n // to rapidly deselect and reselect this object and trigger an enterEdit\n return;\n }\n }\n\n if (this.__lastSelected && !this.__corner) {\n this.selected = false;\n this.__lastSelected = false;\n this.enterEditing(options.e);\n if (this.selectionStart === this.selectionEnd) {\n this.initDelayedCursor(true);\n }\n else {\n this.renderCursorOrSelection();\n }\n }\n else {\n this.selected = true;\n }\n },\n\n /**\n * Changes cursor location in a text depending on passed pointer (x/y) object\n * @param {Event} e Event object\n */\n setCursorByClick: function(e) {\n var newSelection = this.getSelectionStartFromPointer(e),\n start = this.selectionStart, end = this.selectionEnd;\n if (e.shiftKey) {\n this.setSelectionStartEndWithShift(start, end, newSelection);\n }\n else {\n this.selectionStart = newSelection;\n this.selectionEnd = newSelection;\n }\n if (this.isEditing) {\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Returns index of a character corresponding to where an object was clicked\n * @param {Event} e Event object\n * @return {Number} Index of a character\n */\n getSelectionStartFromPointer: function(e) {\n var mouseOffset = this.getLocalPointer(e),\n prevWidth = 0,\n width = 0,\n height = 0,\n charIndex = 0,\n lineIndex = 0,\n lineLeftOffset,\n line;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (height <= mouseOffset.y) {\n height += this.getHeightOfLine(i) * this.scaleY;\n lineIndex = i;\n if (i > 0) {\n charIndex += this._textLines[i - 1].length + this.missingNewlineOffset(i - 1);\n }\n }\n else {\n break;\n }\n }\n lineLeftOffset = this._getLineLeftOffset(lineIndex);\n width = lineLeftOffset * this.scaleX;\n line = this._textLines[lineIndex];\n // handling of RTL: in order to get things work correctly,\n // we assume RTL writing is mirrored compared to LTR writing.\n // so in position detection we mirror the X offset, and when is time\n // of rendering it, we mirror it again.\n if (this.direction === 'rtl') {\n mouseOffset.x = this.width * this.scaleX - mouseOffset.x + width;\n }\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n prevWidth = width;\n // i removed something about flipX here, check.\n width += this.__charBounds[lineIndex][j].kernedWidth * this.scaleX;\n if (width <= mouseOffset.x) {\n charIndex++;\n }\n else {\n break;\n }\n }\n return this._getNewSelectionStartFromOffset(mouseOffset, prevWidth, width, charIndex, jlen);\n },\n\n /**\n * @private\n */\n _getNewSelectionStartFromOffset: function(mouseOffset, prevWidth, width, index, jlen) {\n // we need Math.abs because when width is after the last char, the offset is given as 1, while is 0\n var distanceBtwLastCharAndCursor = mouseOffset.x - prevWidth,\n distanceBtwNextCharAndCursor = width - mouseOffset.x,\n offset = distanceBtwNextCharAndCursor > distanceBtwLastCharAndCursor ||\n distanceBtwNextCharAndCursor < 0 ? 0 : 1,\n newSelectionStart = index + offset;\n // if object is horizontally flipped, mirror cursor location from the end\n if (this.flipX) {\n newSelectionStart = jlen - newSelectionStart;\n }\n\n if (newSelectionStart > this._text.length) {\n newSelectionStart = this._text.length;\n }\n\n return newSelectionStart;\n }\n});\n\n\nfabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n\n /**\n * Initializes hidden textarea (needed to bring up keyboard in iOS)\n */\n initHiddenTextarea: function() {\n this.hiddenTextarea = fabric.document.createElement('textarea');\n this.hiddenTextarea.setAttribute('autocapitalize', 'off');\n this.hiddenTextarea.setAttribute('autocorrect', 'off');\n this.hiddenTextarea.setAttribute('autocomplete', 'off');\n this.hiddenTextarea.setAttribute('spellcheck', 'false');\n this.hiddenTextarea.setAttribute('data-fabric-hiddentextarea', '');\n this.hiddenTextarea.setAttribute('wrap', 'off');\n var style = this._calcTextareaPosition();\n // line-height: 1px; was removed from the style to fix this:\n // https://bugs.chromium.org/p/chromium/issues/detail?id=870966\n this.hiddenTextarea.style.cssText = 'position: absolute; top: ' + style.top +\n '; left: ' + style.left + '; z-index: -999; opacity: 0; width: 1px; height: 1px; font-size: 1px;' +\n ' paddingーtop: ' + style.fontSize + ';';\n\n if (this.hiddenTextareaContainer) {\n this.hiddenTextareaContainer.appendChild(this.hiddenTextarea);\n }\n else {\n fabric.document.body.appendChild(this.hiddenTextarea);\n }\n\n fabric.util.addListener(this.hiddenTextarea, 'keydown', this.onKeyDown.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'keyup', this.onKeyUp.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'input', this.onInput.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'copy', this.copy.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'cut', this.copy.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'paste', this.paste.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionstart', this.onCompositionStart.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionupdate', this.onCompositionUpdate.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionend', this.onCompositionEnd.bind(this));\n\n if (!this._clickHandlerInitialized && this.canvas) {\n fabric.util.addListener(this.canvas.upperCanvasEl, 'click', this.onClick.bind(this));\n this._clickHandlerInitialized = true;\n }\n },\n\n /**\n * For functionalities on keyDown\n * Map a special key to a function of the instance/prototype\n * If you need different behaviour for ESC or TAB or arrows, you have to change\n * this map setting the name of a function that you build on the fabric.Itext or\n * your prototype.\n * the map change will affect all Instances unless you need for only some text Instances\n * in that case you have to clone this object and assign your Instance.\n * this.keysMap = fabric.util.object.clone(this.keysMap);\n * The function must be in fabric.Itext.prototype.myFunction And will receive event as args[0]\n */\n keysMap: {\n 9: 'exitEditing',\n 27: 'exitEditing',\n 33: 'moveCursorUp',\n 34: 'moveCursorDown',\n 35: 'moveCursorRight',\n 36: 'moveCursorLeft',\n 37: 'moveCursorLeft',\n 38: 'moveCursorUp',\n 39: 'moveCursorRight',\n 40: 'moveCursorDown',\n },\n\n keysMapRtl: {\n 9: 'exitEditing',\n 27: 'exitEditing',\n 33: 'moveCursorUp',\n 34: 'moveCursorDown',\n 35: 'moveCursorLeft',\n 36: 'moveCursorRight',\n 37: 'moveCursorRight',\n 38: 'moveCursorUp',\n 39: 'moveCursorLeft',\n 40: 'moveCursorDown',\n },\n\n /**\n * For functionalities on keyUp + ctrl || cmd\n */\n ctrlKeysMapUp: {\n 67: 'copy',\n 88: 'cut'\n },\n\n /**\n * For functionalities on keyDown + ctrl || cmd\n */\n ctrlKeysMapDown: {\n 65: 'selectAll'\n },\n\n onClick: function() {\n // No need to trigger click event here, focus is enough to have the keyboard appear on Android\n this.hiddenTextarea && this.hiddenTextarea.focus();\n },\n\n /**\n * Handles keydown event\n * only used for arrows and combination of modifier keys.\n * @param {Event} e Event object\n */\n onKeyDown: function(e) {\n if (!this.isEditing) {\n return;\n }\n var keyMap = this.direction === 'rtl' ? this.keysMapRtl : this.keysMap;\n if (e.keyCode in keyMap) {\n this[keyMap[e.keyCode]](e);\n }\n else if ((e.keyCode in this.ctrlKeysMapDown) && (e.ctrlKey || e.metaKey)) {\n this[this.ctrlKeysMapDown[e.keyCode]](e);\n }\n else {\n return;\n }\n e.stopImmediatePropagation();\n e.preventDefault();\n if (e.keyCode >= 33 && e.keyCode <= 40) {\n // if i press an arrow key just update selection\n this.inCompositionMode = false;\n this.clearContextTop();\n this.renderCursorOrSelection();\n }\n else {\n this.canvas && this.canvas.requestRenderAll();\n }\n },\n\n /**\n * Handles keyup event\n * We handle KeyUp because ie11 and edge have difficulties copy/pasting\n * if a copy/cut event fired, keyup is dismissed\n * @param {Event} e Event object\n */\n onKeyUp: function(e) {\n if (!this.isEditing || this._copyDone || this.inCompositionMode) {\n this._copyDone = false;\n return;\n }\n if ((e.keyCode in this.ctrlKeysMapUp) && (e.ctrlKey || e.metaKey)) {\n this[this.ctrlKeysMapUp[e.keyCode]](e);\n }\n else {\n return;\n }\n e.stopImmediatePropagation();\n e.preventDefault();\n this.canvas && this.canvas.requestRenderAll();\n },\n\n /**\n * Handles onInput event\n * @param {Event} e Event object\n */\n onInput: function(e) {\n var fromPaste = this.fromPaste;\n this.fromPaste = false;\n e && e.stopPropagation();\n if (!this.isEditing) {\n return;\n }\n // decisions about style changes.\n var nextText = this._splitTextIntoLines(this.hiddenTextarea.value).graphemeText,\n charCount = this._text.length,\n nextCharCount = nextText.length,\n removedText, insertedText,\n charDiff = nextCharCount - charCount,\n selectionStart = this.selectionStart, selectionEnd = this.selectionEnd,\n selection = selectionStart !== selectionEnd,\n copiedStyle, removeFrom, removeTo;\n if (this.hiddenTextarea.value === '') {\n this.styles = { };\n this.updateFromTextArea();\n this.fire('changed');\n if (this.canvas) {\n this.canvas.fire('text:changed', { target: this });\n this.canvas.requestRenderAll();\n }\n return;\n }\n\n var textareaSelection = this.fromStringToGraphemeSelection(\n this.hiddenTextarea.selectionStart,\n this.hiddenTextarea.selectionEnd,\n this.hiddenTextarea.value\n );\n var backDelete = selectionStart > textareaSelection.selectionStart;\n\n if (selection) {\n removedText = this._text.slice(selectionStart, selectionEnd);\n charDiff += selectionEnd - selectionStart;\n }\n else if (nextCharCount < charCount) {\n if (backDelete) {\n removedText = this._text.slice(selectionEnd + charDiff, selectionEnd);\n }\n else {\n removedText = this._text.slice(selectionStart, selectionStart - charDiff);\n }\n }\n insertedText = nextText.slice(textareaSelection.selectionEnd - charDiff, textareaSelection.selectionEnd);\n if (removedText && removedText.length) {\n if (insertedText.length) {\n // let's copy some style before deleting.\n // we want to copy the style before the cursor OR the style at the cursor if selection\n // is bigger than 0.\n copiedStyle = this.getSelectionStyles(selectionStart, selectionStart + 1, false);\n // now duplicate the style one for each inserted text.\n copiedStyle = insertedText.map(function() {\n // this return an array of references, but that is fine since we are\n // copying the style later.\n return copiedStyle[0];\n });\n }\n if (selection) {\n removeFrom = selectionStart;\n removeTo = selectionEnd;\n }\n else if (backDelete) {\n // detect differences between forwardDelete and backDelete\n removeFrom = selectionEnd - removedText.length;\n removeTo = selectionEnd;\n }\n else {\n removeFrom = selectionEnd;\n removeTo = selectionEnd + removedText.length;\n }\n this.removeStyleFromTo(removeFrom, removeTo);\n }\n if (insertedText.length) {\n if (fromPaste && insertedText.join('') === fabric.copiedText && !fabric.disableStyleCopyPaste) {\n copiedStyle = fabric.copiedTextStyle;\n }\n this.insertNewStyleBlock(insertedText, selectionStart, copiedStyle);\n }\n this.updateFromTextArea();\n this.fire('changed');\n if (this.canvas) {\n this.canvas.fire('text:changed', { target: this });\n this.canvas.requestRenderAll();\n }\n },\n /**\n * Composition start\n */\n onCompositionStart: function() {\n this.inCompositionMode = true;\n },\n\n /**\n * Composition end\n */\n onCompositionEnd: function() {\n this.inCompositionMode = false;\n },\n\n // /**\n // * Composition update\n // */\n onCompositionUpdate: function(e) {\n this.compositionStart = e.target.selectionStart;\n this.compositionEnd = e.target.selectionEnd;\n this.updateTextareaPosition();\n },\n\n /**\n * Copies selected text\n * @param {Event} e Event object\n */\n copy: function() {\n if (this.selectionStart === this.selectionEnd) {\n //do not cut-copy if no selection\n return;\n }\n\n fabric.copiedText = this.getSelectedText();\n if (!fabric.disableStyleCopyPaste) {\n fabric.copiedTextStyle = this.getSelectionStyles(this.selectionStart, this.selectionEnd, true);\n }\n else {\n fabric.copiedTextStyle = null;\n }\n this._copyDone = true;\n },\n\n /**\n * Pastes text\n * @param {Event} e Event object\n */\n paste: function() {\n this.fromPaste = true;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @return {Object} Clipboard data object\n */\n _getClipboardData: function(e) {\n return (e && e.clipboardData) || fabric.window.clipboardData;\n },\n\n /**\n * Finds the width in pixels before the cursor on the same line\n * @private\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Number} widthBeforeCursor width before cursor\n */\n _getWidthBeforeCursor: function(lineIndex, charIndex) {\n var widthBeforeCursor = this._getLineLeftOffset(lineIndex), bound;\n\n if (charIndex > 0) {\n bound = this.__charBounds[lineIndex][charIndex - 1];\n widthBeforeCursor += bound.left + bound.width;\n }\n return widthBeforeCursor;\n },\n\n /**\n * Gets start offset of a selection\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n getDownCursorOffset: function(e, isRight) {\n var selectionProp = this._getSelectionForOffset(e, isRight),\n cursorLocation = this.get2DCursorLocation(selectionProp),\n lineIndex = cursorLocation.lineIndex;\n // if on last line, down cursor goes to end of line\n if (lineIndex === this._textLines.length - 1 || e.metaKey || e.keyCode === 34) {\n // move to the end of a text\n return this._text.length - selectionProp;\n }\n var charIndex = cursorLocation.charIndex,\n widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),\n indexOnOtherLine = this._getIndexOnLine(lineIndex + 1, widthBeforeCursor),\n textAfterCursor = this._textLines[lineIndex].slice(charIndex);\n return textAfterCursor.length + indexOnOtherLine + 1 + this.missingNewlineOffset(lineIndex);\n },\n\n /**\n * private\n * Helps finding if the offset should be counted from Start or End\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n _getSelectionForOffset: function(e, isRight) {\n if (e.shiftKey && this.selectionStart !== this.selectionEnd && isRight) {\n return this.selectionEnd;\n }\n else {\n return this.selectionStart;\n }\n },\n\n /**\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n getUpCursorOffset: function(e, isRight) {\n var selectionProp = this._getSelectionForOffset(e, isRight),\n cursorLocation = this.get2DCursorLocation(selectionProp),\n lineIndex = cursorLocation.lineIndex;\n if (lineIndex === 0 || e.metaKey || e.keyCode === 33) {\n // if on first line, up cursor goes to start of line\n return -selectionProp;\n }\n var charIndex = cursorLocation.charIndex,\n widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),\n indexOnOtherLine = this._getIndexOnLine(lineIndex - 1, widthBeforeCursor),\n textBeforeCursor = this._textLines[lineIndex].slice(0, charIndex),\n missingNewlineOffset = this.missingNewlineOffset(lineIndex - 1);\n // return a negative offset\n return -this._textLines[lineIndex - 1].length\n + indexOnOtherLine - textBeforeCursor.length + (1 - missingNewlineOffset);\n },\n\n /**\n * for a given width it founds the matching character.\n * @private\n */\n _getIndexOnLine: function(lineIndex, width) {\n\n var line = this._textLines[lineIndex],\n lineLeftOffset = this._getLineLeftOffset(lineIndex),\n widthOfCharsOnLine = lineLeftOffset,\n indexOnLine = 0, charWidth, foundMatch;\n\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charWidth = this.__charBounds[lineIndex][j].width;\n widthOfCharsOnLine += charWidth;\n if (widthOfCharsOnLine > width) {\n foundMatch = true;\n var leftEdge = widthOfCharsOnLine - charWidth,\n rightEdge = widthOfCharsOnLine,\n offsetFromLeftEdge = Math.abs(leftEdge - width),\n offsetFromRightEdge = Math.abs(rightEdge - width);\n\n indexOnLine = offsetFromRightEdge < offsetFromLeftEdge ? j : (j - 1);\n break;\n }\n }\n\n // reached end\n if (!foundMatch) {\n indexOnLine = line.length - 1;\n }\n\n return indexOnLine;\n },\n\n\n /**\n * Moves cursor down\n * @param {Event} e Event object\n */\n moveCursorDown: function(e) {\n if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {\n return;\n }\n this._moveCursorUpOrDown('Down', e);\n },\n\n /**\n * Moves cursor up\n * @param {Event} e Event object\n */\n moveCursorUp: function(e) {\n if (this.selectionStart === 0 && this.selectionEnd === 0) {\n return;\n }\n this._moveCursorUpOrDown('Up', e);\n },\n\n /**\n * Moves cursor up or down, fires the events\n * @param {String} direction 'Up' or 'Down'\n * @param {Event} e Event object\n */\n _moveCursorUpOrDown: function(direction, e) {\n // getUpCursorOffset\n // getDownCursorOffset\n var action = 'get' + direction + 'CursorOffset',\n offset = this[action](e, this._selectionDirection === 'right');\n if (e.shiftKey) {\n this.moveCursorWithShift(offset);\n }\n else {\n this.moveCursorWithoutShift(offset);\n }\n if (offset !== 0) {\n this.setSelectionInBoundaries();\n this.abortCursorAnimation();\n this._currentCursorOpacity = 1;\n this.initDelayedCursor();\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Moves cursor with shift\n * @param {Number} offset\n */\n moveCursorWithShift: function(offset) {\n var newSelection = this._selectionDirection === 'left'\n ? this.selectionStart + offset\n : this.selectionEnd + offset;\n this.setSelectionStartEndWithShift(this.selectionStart, this.selectionEnd, newSelection);\n return offset !== 0;\n },\n\n /**\n * Moves cursor up without shift\n * @param {Number} offset\n */\n moveCursorWithoutShift: function(offset) {\n if (offset < 0) {\n this.selectionStart += offset;\n this.selectionEnd = this.selectionStart;\n }\n else {\n this.selectionEnd += offset;\n this.selectionStart = this.selectionEnd;\n }\n return offset !== 0;\n },\n\n /**\n * Moves cursor left\n * @param {Event} e Event object\n */\n moveCursorLeft: function(e) {\n if (this.selectionStart === 0 && this.selectionEnd === 0) {\n return;\n }\n this._moveCursorLeftOrRight('Left', e);\n },\n\n /**\n * @private\n * @return {Boolean} true if a change happened\n */\n _move: function(e, prop, direction) {\n var newValue;\n if (e.altKey) {\n newValue = this['findWordBoundary' + direction](this[prop]);\n }\n else if (e.metaKey || e.keyCode === 35 || e.keyCode === 36 ) {\n newValue = this['findLineBoundary' + direction](this[prop]);\n }\n else {\n this[prop] += direction === 'Left' ? -1 : 1;\n return true;\n }\n if (typeof newValue !== undefined && this[prop] !== newValue) {\n this[prop] = newValue;\n return true;\n }\n },\n\n /**\n * @private\n */\n _moveLeft: function(e, prop) {\n return this._move(e, prop, 'Left');\n },\n\n /**\n * @private\n */\n _moveRight: function(e, prop) {\n return this._move(e, prop, 'Right');\n },\n\n /**\n * Moves cursor left without keeping selection\n * @param {Event} e\n */\n moveCursorLeftWithoutShift: function(e) {\n var change = true;\n this._selectionDirection = 'left';\n\n // only move cursor when there is no selection,\n // otherwise we discard it, and leave cursor on same place\n if (this.selectionEnd === this.selectionStart && this.selectionStart !== 0) {\n change = this._moveLeft(e, 'selectionStart');\n\n }\n this.selectionEnd = this.selectionStart;\n return change;\n },\n\n /**\n * Moves cursor left while keeping selection\n * @param {Event} e\n */\n moveCursorLeftWithShift: function(e) {\n if (this._selectionDirection === 'right' && this.selectionStart !== this.selectionEnd) {\n return this._moveLeft(e, 'selectionEnd');\n }\n else if (this.selectionStart !== 0){\n this._selectionDirection = 'left';\n return this._moveLeft(e, 'selectionStart');\n }\n },\n\n /**\n * Moves cursor right\n * @param {Event} e Event object\n */\n moveCursorRight: function(e) {\n if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {\n return;\n }\n this._moveCursorLeftOrRight('Right', e);\n },\n\n /**\n * Moves cursor right or Left, fires event\n * @param {String} direction 'Left', 'Right'\n * @param {Event} e Event object\n */\n _moveCursorLeftOrRight: function(direction, e) {\n var actionName = 'moveCursor' + direction + 'With';\n this._currentCursorOpacity = 1;\n\n if (e.shiftKey) {\n actionName += 'Shift';\n }\n else {\n actionName += 'outShift';\n }\n if (this[actionName](e)) {\n this.abortCursorAnimation();\n this.initDelayedCursor();\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Moves cursor right while keeping selection\n * @param {Event} e\n */\n moveCursorRightWithShift: function(e) {\n if (this._selectionDirection === 'left' && this.selectionStart !== this.selectionEnd) {\n return this._moveRight(e, 'selectionStart');\n }\n else if (this.selectionEnd !== this._text.length) {\n this._selectionDirection = 'right';\n return this._moveRight(e, 'selectionEnd');\n }\n },\n\n /**\n * Moves cursor right without keeping selection\n * @param {Event} e Event object\n */\n moveCursorRightWithoutShift: function(e) {\n var changed = true;\n this._selectionDirection = 'right';\n\n if (this.selectionStart === this.selectionEnd) {\n changed = this._moveRight(e, 'selectionStart');\n this.selectionEnd = this.selectionStart;\n }\n else {\n this.selectionStart = this.selectionEnd;\n }\n return changed;\n },\n\n /**\n * Removes characters from start/end\n * start/end ar per grapheme position in _text array.\n *\n * @param {Number} start\n * @param {Number} end default to start + 1\n */\n removeChars: function(start, end) {\n if (typeof end === 'undefined') {\n end = start + 1;\n }\n this.removeStyleFromTo(start, end);\n this._text.splice(start, end - start);\n this.text = this._text.join('');\n this.set('dirty', true);\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this._removeExtraneousStyles();\n },\n\n /**\n * insert characters at start position, before start position.\n * start equal 1 it means the text get inserted between actual grapheme 0 and 1\n * if style array is provided, it must be as the same length of text in graphemes\n * if end is provided and is bigger than start, old text is replaced.\n * start/end ar per grapheme position in _text array.\n *\n * @param {String} text text to insert\n * @param {Array} style array of style objects\n * @param {Number} start\n * @param {Number} end default to start + 1\n */\n insertChars: function(text, style, start, end) {\n if (typeof end === 'undefined') {\n end = start;\n }\n if (end > start) {\n this.removeStyleFromTo(start, end);\n }\n var graphemes = fabric.util.string.graphemeSplit(text);\n this.insertNewStyleBlock(graphemes, start, style);\n this._text = [].concat(this._text.slice(0, start), graphemes, this._text.slice(end));\n this.text = this._text.join('');\n this.set('dirty', true);\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this._removeExtraneousStyles();\n },\n\n});\n\n\n/* _TO_SVG_START_ */\n(function() {\n var toFixed = fabric.util.toFixed,\n multipleSpacesRegex = / +/g;\n\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n\n /**\n * Returns SVG representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n _toSVG: function() {\n var offsets = this._getSVGLeftTopOffsets(),\n textAndBg = this._getSVGTextAndBg(offsets.textTop, offsets.textLeft);\n return this._wrapSVGTextAndBg(textAndBg);\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n return this._createBaseSVGMarkup(\n this._toSVG(),\n { reviver: reviver, noStyle: true, withShadow: true }\n );\n },\n\n /**\n * @private\n */\n _getSVGLeftTopOffsets: function() {\n return {\n textLeft: -this.width / 2,\n textTop: -this.height / 2,\n lineTop: this.getHeightOfLine(0)\n };\n },\n\n /**\n * @private\n */\n _wrapSVGTextAndBg: function(textAndBg) {\n var noShadow = true,\n textDecoration = this.getSvgTextDecoration(this);\n return [\n textAndBg.textBgRects.join(''),\n '\\t\\t',\n textAndBg.textSpans.join(''),\n '\\n'\n ];\n },\n\n /**\n * @private\n * @param {Number} textTopOffset Text top offset\n * @param {Number} textLeftOffset Text left offset\n * @return {Object}\n */\n _getSVGTextAndBg: function(textTopOffset, textLeftOffset) {\n var textSpans = [],\n textBgRects = [],\n height = textTopOffset, lineOffset;\n // bounding-box background\n this._setSVGBg(textBgRects);\n\n // text and text-background\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineOffset = this._getLineLeftOffset(i);\n if (this.textBackgroundColor || this.styleHas('textBackgroundColor', i)) {\n this._setSVGTextLineBg(textBgRects, i, textLeftOffset + lineOffset, height);\n }\n this._setSVGTextLineText(textSpans, i, textLeftOffset + lineOffset, height);\n height += this.getHeightOfLine(i);\n }\n\n return {\n textSpans: textSpans,\n textBgRects: textBgRects\n };\n },\n\n /**\n * @private\n */\n _createTextCharSpan: function(_char, styleDecl, left, top) {\n var shouldUseWhitespace = _char !== _char.trim() || _char.match(multipleSpacesRegex),\n styleProps = this.getSvgSpanStyles(styleDecl, shouldUseWhitespace),\n fillStyles = styleProps ? 'style=\"' + styleProps + '\"' : '',\n dy = styleDecl.deltaY, dySpan = '',\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n if (dy) {\n dySpan = ' dy=\"' + toFixed(dy, NUM_FRACTION_DIGITS) + '\" ';\n }\n return [\n '',\n fabric.util.string.escapeXml(_char),\n ''\n ].join('');\n },\n\n _setSVGTextLineText: function(textSpans, lineIndex, textLeftOffset, textTopOffset) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox, style,\n boxWidth = 0,\n line = this._textLines[lineIndex],\n timeToRender;\n\n textTopOffset += lineHeight * (1 - this._fontSizeFraction) / this.lineHeight;\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n textLeftOffset += charBox.kernedWidth - charBox.width;\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = this._hasStyleChangedForSvg(actualStyle, nextStyle);\n }\n if (timeToRender) {\n style = this._getStyleDeclaration(lineIndex, i) || { };\n textSpans.push(this._createTextCharSpan(charsToRender, style, textLeftOffset, textTopOffset));\n charsToRender = '';\n actualStyle = nextStyle;\n textLeftOffset += boxWidth;\n boxWidth = 0;\n }\n }\n },\n\n _pushTextBgRect: function(textBgRects, color, left, top, width, height) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n textBgRects.push(\n '\\t\\t\\n');\n },\n\n _setSVGTextLineBg: function(textBgRects, i, leftOffset, textTopOffset) {\n var line = this._textLines[i],\n heightOfLine = this.getHeightOfLine(i) / this.lineHeight,\n boxWidth = 0,\n boxStart = 0,\n charBox, currentColor,\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (currentColor !== lastColor) {\n lastColor && this._pushTextBgRect(textBgRects, lastColor, leftOffset + boxStart,\n textTopOffset, boxWidth, heightOfLine);\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n currentColor && this._pushTextBgRect(textBgRects, currentColor, leftOffset + boxStart,\n textTopOffset, boxWidth, heightOfLine);\n },\n\n /**\n * Adobe Illustrator (at least CS5) is unable to render rgba()-based fill values\n * we work around it by \"moving\" alpha channel into opacity attribute and setting fill's alpha to 1\n *\n * @private\n * @param {*} value\n * @return {String}\n */\n _getFillAttributes: function(value) {\n var fillColor = (value && typeof value === 'string') ? new fabric.Color(value) : '';\n if (!fillColor || !fillColor.getSource() || fillColor.getAlpha() === 1) {\n return 'fill=\"' + value + '\"';\n }\n return 'opacity=\"' + fillColor.getAlpha() + '\" fill=\"' + fillColor.setAlpha(1).toRgb() + '\"';\n },\n\n /**\n * @private\n */\n _getSVGLineTopOffset: function(lineIndex) {\n var lineTopOffset = 0, lastHeight = 0;\n for (var j = 0; j < lineIndex; j++) {\n lineTopOffset += this.getHeightOfLine(j);\n }\n lastHeight = this.getHeightOfLine(j);\n return {\n lineTop: lineTopOffset,\n offset: (this._fontSizeMult - this._fontSizeFraction) * lastHeight / (this.lineHeight * this._fontSizeMult)\n };\n },\n\n /**\n * Returns styles-string for svg-export\n * @param {Boolean} skipShadow a boolean to skip shadow filter output\n * @return {String}\n */\n getSvgStyles: function(skipShadow) {\n var svgStyle = fabric.Object.prototype.getSvgStyles.call(this, skipShadow);\n return svgStyle + ' white-space: pre;';\n },\n });\n})();\n/* _TO_SVG_END_ */\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = {});\n\n /**\n * Textbox class, based on IText, allows the user to resize the text rectangle\n * and wraps lines automatically. Textboxes have their Y scaling locked, the\n * user can only change width. Height is adjusted automatically based on the\n * wrapping of lines.\n * @class fabric.Textbox\n * @extends fabric.IText\n * @mixes fabric.Observable\n * @return {fabric.Textbox} thisArg\n * @see {@link fabric.Textbox#initialize} for constructor definition\n */\n fabric.Textbox = fabric.util.createClass(fabric.IText, fabric.Observable, {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'textbox',\n\n /**\n * Minimum width of textbox, in pixels.\n * @type Number\n * @default\n */\n minWidth: 20,\n\n /**\n * Minimum calculated width of a textbox, in pixels.\n * fixed to 2 so that an empty textbox cannot go to 0\n * and is still selectable without text.\n * @type Number\n * @default\n */\n dynamicMinWidth: 2,\n\n /**\n * Cached array of text wrapping.\n * @type Array\n */\n __cachedLines: null,\n\n /**\n * Override standard Object class values\n */\n lockScalingFlip: true,\n\n /**\n * Override standard Object class values\n * Textbox needs this on false\n */\n noScaleCache: false,\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Object\n * @private\n */\n _dimensionAffectingProps: fabric.Text.prototype._dimensionAffectingProps.concat('width'),\n\n /**\n * Use this regular expression to split strings in breakable lines\n * @private\n */\n _wordJoiners: /[ \\t\\r]/,\n\n /**\n * Use this boolean property in order to split strings that have no white space concept.\n * this is a cheap way to help with chinese/japanese\n * @type Boolean\n * @since 2.6.0\n */\n splitByGrapheme: false,\n\n /**\n * Unlike superclass's version of this function, Textbox does not update\n * its width.\n * @private\n * @override\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this.isEditing && this.initDelayedCursor();\n this.clearContextTop();\n this._clearCache();\n // clear dynamicMinWidth as it will be different after we re-wrap line\n this.dynamicMinWidth = 0;\n // wrap lines\n this._styleMap = this._generateStyleMap(this._splitText());\n // if after wrapping, the width is smaller than dynamicMinWidth, change the width and re-wrap\n if (this.dynamicMinWidth > this.width) {\n this._set('width', this.dynamicMinWidth);\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n // clear cache and re-calculate height\n this.height = this.calcTextHeight();\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Generate an object that translates the style object so that it is\n * broken up by visual lines (new lines and automatic wrapping).\n * The original text styles object is broken up by actual lines (new lines only),\n * which is only sufficient for Text / IText\n * @private\n */\n _generateStyleMap: function(textInfo) {\n var realLineCount = 0,\n realLineCharCount = 0,\n charCount = 0,\n map = {};\n\n for (var i = 0; i < textInfo.graphemeLines.length; i++) {\n if (textInfo.graphemeText[charCount] === '\\n' && i > 0) {\n realLineCharCount = 0;\n charCount++;\n realLineCount++;\n }\n else if (!this.splitByGrapheme && this._reSpaceAndTab.test(textInfo.graphemeText[charCount]) && i > 0) {\n // this case deals with space's that are removed from end of lines when wrapping\n realLineCharCount++;\n charCount++;\n }\n\n map[i] = { line: realLineCount, offset: realLineCharCount };\n\n charCount += textInfo.graphemeLines[i].length;\n realLineCharCount += textInfo.graphemeLines[i].length;\n }\n\n return map;\n },\n\n /**\n * Returns true if object has a style property or has it on a specified line\n * @param {Number} lineIndex\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (this._styleMap && !this.isWrapping) {\n var map = this._styleMap[lineIndex];\n if (map) {\n lineIndex = map.line;\n }\n }\n return fabric.Text.prototype.styleHas.call(this, property, lineIndex);\n },\n\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n var offset = 0, nextLineIndex = lineIndex + 1, nextOffset, obj, shouldLimit = false,\n map = this._styleMap[lineIndex], mapNextLine = this._styleMap[lineIndex + 1];\n if (map) {\n lineIndex = map.line;\n offset = map.offset;\n }\n if (mapNextLine) {\n nextLineIndex = mapNextLine.line;\n shouldLimit = nextLineIndex === lineIndex;\n nextOffset = mapNextLine.offset;\n }\n obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n if (p2 >= offset && (!shouldLimit || p2 < nextOffset)) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n }\n return true;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n if (this._styleMap && !this.isWrapping) {\n var map = this._styleMap[lineIndex];\n if (!map) {\n return null;\n }\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n }\n return this.callSuper('_getStyleDeclaration', lineIndex, charIndex);\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n var map = this._styleMap[lineIndex];\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n var map = this._styleMap[lineIndex];\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * probably broken need a fix\n * Returns the real style line that correspond to the wrapped lineIndex line\n * Used just to verify if the line does exist or not.\n * @param {Number} lineIndex\n * @returns {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n var map = this._styleMap[lineIndex];\n return !!this.styles[map.line];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @param {Object} style\n * @private\n */\n _setLineStyle: function(lineIndex) {\n var map = this._styleMap[lineIndex];\n this.styles[map.line] = {};\n },\n\n /**\n * Wraps text using the 'width' property of Textbox. First this function\n * splits text on newlines, so we preserve newlines entered by the user.\n * Then it wraps each line using the width of the Textbox by calling\n * _wrapLine().\n * @param {Array} lines The string array of text that is split into lines\n * @param {Number} desiredWidth width you want to wrap to\n * @returns {Array} Array of lines\n */\n _wrapText: function(lines, desiredWidth) {\n var wrapped = [], i;\n this.isWrapping = true;\n for (i = 0; i < lines.length; i++) {\n wrapped = wrapped.concat(this._wrapLine(lines[i], i, desiredWidth));\n }\n this.isWrapping = false;\n return wrapped;\n },\n\n /**\n * Helper function to measure a string of text, given its lineIndex and charIndex offset\n * it gets called when charBounds are not available yet.\n * @param {CanvasRenderingContext2D} ctx\n * @param {String} text\n * @param {number} lineIndex\n * @param {number} charOffset\n * @returns {number}\n * @private\n */\n _measureWord: function(word, lineIndex, charOffset) {\n var width = 0, prevGrapheme, skipLeft = true;\n charOffset = charOffset || 0;\n for (var i = 0, len = word.length; i < len; i++) {\n var box = this._getGraphemeBox(word[i], lineIndex, i + charOffset, prevGrapheme, skipLeft);\n width += box.kernedWidth;\n prevGrapheme = word[i];\n }\n return width;\n },\n\n /**\n * Wraps a line of text using the width of the Textbox and a context.\n * @param {Array} line The grapheme array that represent the line\n * @param {Number} lineIndex\n * @param {Number} desiredWidth width you want to wrap the line to\n * @param {Number} reservedSpace space to remove from wrapping for custom functionalities\n * @returns {Array} Array of line(s) into which the given text is wrapped\n * to.\n */\n _wrapLine: function(_line, lineIndex, desiredWidth, reservedSpace) {\n var lineWidth = 0,\n splitByGrapheme = this.splitByGrapheme,\n graphemeLines = [],\n line = [],\n // spaces in different languages?\n words = splitByGrapheme ? fabric.util.string.graphemeSplit(_line) : _line.split(this._wordJoiners),\n word = '',\n offset = 0,\n infix = splitByGrapheme ? '' : ' ',\n wordWidth = 0,\n infixWidth = 0,\n largestWordWidth = 0,\n lineJustStarted = true,\n additionalSpace = this._getWidthOfCharSpacing(),\n reservedSpace = reservedSpace || 0;\n // fix a difference between split and graphemeSplit\n if (words.length === 0) {\n words.push([]);\n }\n desiredWidth -= reservedSpace;\n for (var i = 0; i < words.length; i++) {\n // if using splitByGrapheme words are already in graphemes.\n word = splitByGrapheme ? words[i] : fabric.util.string.graphemeSplit(words[i]);\n wordWidth = this._measureWord(word, lineIndex, offset);\n offset += word.length;\n\n lineWidth += infixWidth + wordWidth - additionalSpace;\n if (lineWidth > desiredWidth && !lineJustStarted) {\n graphemeLines.push(line);\n line = [];\n lineWidth = wordWidth;\n lineJustStarted = true;\n }\n else {\n lineWidth += additionalSpace;\n }\n\n if (!lineJustStarted && !splitByGrapheme) {\n line.push(infix);\n }\n line = line.concat(word);\n\n infixWidth = splitByGrapheme ? 0 : this._measureWord([infix], lineIndex, offset);\n offset++;\n lineJustStarted = false;\n // keep track of largest word\n if (wordWidth > largestWordWidth) {\n largestWordWidth = wordWidth;\n }\n }\n\n i && graphemeLines.push(line);\n\n if (largestWordWidth + reservedSpace > this.dynamicMinWidth) {\n this.dynamicMinWidth = largestWordWidth - additionalSpace + reservedSpace;\n }\n return graphemeLines;\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @param {Number} lineIndex text to split\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n if (!this._styleMap[lineIndex + 1]) {\n // is last line, return true;\n return true;\n }\n if (this._styleMap[lineIndex + 1].line !== this._styleMap[lineIndex].line) {\n // this is last line before a line break, return true;\n return true;\n }\n return false;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * @return Number\n */\n missingNewlineOffset: function(lineIndex) {\n if (this.splitByGrapheme) {\n return this.isEndOfWrapping(lineIndex) ? 1 : 0;\n }\n return 1;\n },\n\n /**\n * Gets lines of text to render in the Textbox. This function calculates\n * text wrapping on the fly every time it is called.\n * @param {String} text text to split\n * @returns {Array} Array of lines in the Textbox.\n * @override\n */\n _splitTextIntoLines: function(text) {\n var newText = fabric.Text.prototype._splitTextIntoLines.call(this, text),\n graphemeLines = this._wrapText(newText.lines, this.width),\n lines = new Array(graphemeLines.length);\n for (var i = 0; i < graphemeLines.length; i++) {\n lines[i] = graphemeLines[i].join('');\n }\n newText.lines = lines;\n newText.graphemeLines = graphemeLines;\n return newText;\n },\n\n getMinWidth: function() {\n return Math.max(this.minWidth, this.dynamicMinWidth);\n },\n\n _removeExtraneousStyles: function() {\n var linesToKeep = {};\n for (var prop in this._styleMap) {\n if (this._textLines[prop]) {\n linesToKeep[this._styleMap[prop].line] = 1;\n }\n }\n for (var prop in this.styles) {\n if (!linesToKeep[prop]) {\n delete this.styles[prop];\n }\n }\n },\n\n /**\n * Returns object representation of an instance\n * @method toObject\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['minWidth', 'splitByGrapheme'].concat(propertiesToInclude));\n }\n });\n\n /**\n * Returns fabric.Textbox instance from an object representation\n * @static\n * @memberOf fabric.Textbox\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Textbox instance is created\n */\n fabric.Textbox.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Textbox', object, callback, 'text');\n };\n})( true ? exports : 0);\n\n\n(function() {\n\n var controlsUtils = fabric.controlsUtils,\n scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler,\n scaleStyleHandler = controlsUtils.scaleCursorStyleHandler,\n scalingEqually = controlsUtils.scalingEqually,\n scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX,\n scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY,\n scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName,\n objectControls = fabric.Object.prototype.controls;\n\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: 'rotate',\n });\n\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = { };\n\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n }\n})();\n\n\n\n//# sourceURL=webpack://fxl.codes.kisekae/./node_modules/fabric/dist/fabric.js?"); +eval("/* build: `node build.js modules=ALL exclude=gestures,accessors,erasing requirejs minifier=uglifyjs` */\n/*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */\n\nvar fabric = fabric || { version: '5.3.0' };\nif (true) {\n exports.fabric = fabric;\n}\n/* _AMD_START_ */\nelse {}\n/* _AMD_END_ */\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n if (document instanceof (typeof HTMLDocument !== 'undefined' ? HTMLDocument : Document)) {\n fabric.document = document;\n }\n else {\n fabric.document = document.implementation.createHTMLDocument('');\n }\n fabric.window = window;\n}\nelse {\n // assume we're running under node.js when document/window are not present\n var jsdom = __webpack_require__(/*! jsdom */ \"?7b10\");\n var virtualWindow = new jsdom.JSDOM(\n decodeURIComponent('%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E'),\n {\n features: {\n FetchExternalResources: ['img']\n },\n resources: 'usable'\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = (__webpack_require__(/*! jsdom/lib/jsdom/living/generated/utils */ \"?6799\").implForWrapper);\n fabric.nodeCanvas = (__webpack_require__(/*! jsdom/lib/jsdom/utils */ \"?9748\").Canvas);\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n\n/**\n * True when in environment that supports touch events\n * @type boolean\n */\nfabric.isTouchSupported = 'ontouchstart' in fabric.window || 'ontouchstart' in fabric.document ||\n (fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);\n\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */\nfabric.isLikelyNode = typeof Buffer !== 'undefined' &&\n typeof window === 'undefined';\n\n/* _FROM_SVG_START_ */\n/**\n * Attributes parsed from all SVG elements\n * @type array\n */\nfabric.SHARED_ATTRIBUTES = [\n 'display',\n 'transform',\n 'fill', 'fill-opacity', 'fill-rule',\n 'opacity',\n 'stroke', 'stroke-dasharray', 'stroke-linecap', 'stroke-dashoffset',\n 'stroke-linejoin', 'stroke-miterlimit',\n 'stroke-opacity', 'stroke-width',\n 'id', 'paint-order', 'vector-effect',\n 'instantiated_by_use', 'clip-path',\n];\n/* _FROM_SVG_END_ */\n\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */\nfabric.DPI = 96;\nfabric.reNum = '(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)';\nfabric.commaWsp = '(?:\\\\s+,?\\\\s*|,\\\\s*)';\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = { };\nfabric.iMatrix = [1, 0, 0, 1, 0, 0];\nfabric.svgNS = 'http://www.w3.org/2000/svg';\n\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.perfLimitSizeTotal = 2097152;\n\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.maxCacheSideLimit = 4096;\n\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.minCacheSideLimit = 256;\n\n/**\n * Cache Object for widths of chars in text rendering.\n */\nfabric.charWidthsCache = { };\n\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */\nfabric.textureSize = 2048;\n\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */\nfabric.disableStyleCopyPaste = false;\n\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */\nfabric.enableGLFiltering = true;\n\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */\nfabric.devicePixelRatio = fabric.window.devicePixelRatio ||\n fabric.window.webkitDevicePixelRatio ||\n fabric.window.mozDevicePixelRatio ||\n 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */\nfabric.browserShadowBlurConstant = 1;\n\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.arcToSegmentsCache = { };\n\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.boundsOfCurveCache = { };\n\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */\nfabric.cachesBoundsOfCurve = true;\n\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */\nfabric.forceGLPutImageData = false;\n\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log('max texture size: ' + fabric.maxTextureSize);\n return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));\n }\n else if (fabric.Canvas2dFilterBackend) {\n return (new fabric.Canvas2dFilterBackend());\n }\n};\n\n\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n // ensure globality even if entire library were function wrapped (as in Meteor.js packaging system)\n window.fabric = fabric;\n}\n\n\n(function() {\n\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */\n function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n }\n else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */\n function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = { };\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n this.on(prop, eventName[prop]);\n }\n }\n else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n\n function _once(eventName, handler) {\n var _handler = function () {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }.bind(this);\n this.on(eventName, _handler);\n }\n\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n _once.call(this, prop, eventName[prop]);\n }\n }\n else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */\n function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for (eventName in this.__eventListeners) {\n _removeEventListener.call(this, eventName);\n }\n }\n // one object with key/value pairs was passed\n else if (arguments.length === 1 && typeof arguments[0] === 'object') {\n for (var prop in eventName) {\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n }\n else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */\n function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n\n for (var i = 0, len = listenersForEvent.length; i < len; i++) {\n listenersForEvent[i] && listenersForEvent[i].call(this, options || { });\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */\n fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off,\n };\n})();\n\n\n/**\n * @namespace fabric.Collection\n */\nfabric.Collection = {\n\n _objects: [],\n\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n add: function () {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for (var i = 0, length = arguments.length; i < length; i++) {\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */\n insertAt: function (object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n }\n else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n remove: function() {\n var objects = this._objects,\n index, somethingRemoved = false;\n\n for (var i = 0, length = arguments.length; i < length; i++) {\n index = objects.indexOf(arguments[i]);\n\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */\n forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for (var i = 0, len = objects.length; i < len; i++) {\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */\n getObjects: function(type) {\n if (typeof type === 'undefined') {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */\n item: function (index) {\n return this._objects[index];\n },\n\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */\n isEmpty: function () {\n return this._objects.length === 0;\n },\n\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */\n size: function() {\n return this._objects.length;\n },\n\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */\n contains: function (object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n }\n else if (deep) {\n return this._objects.some(function (obj) {\n return typeof obj.contains === 'function' && obj.contains(object, true);\n });\n }\n return false;\n },\n\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */\n complexity: function () {\n return this._objects.reduce(function (memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n\n\n/**\n * @namespace fabric.CommonMethods\n */\nfabric.CommonMethods = {\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n _setOptions: function(options) {\n for (var prop in options) {\n this.set(prop, options[prop]);\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */\n _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */\n _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n */\n _setObject: function(obj) {\n for (var prop in obj) {\n this._set(prop, obj[prop]);\n }\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n if (typeof key === 'object') {\n this._setObject(key);\n }\n else {\n this._set(key, value);\n }\n return this;\n },\n\n _set: function(key, value) {\n this[key] = value;\n },\n\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */\n toggle: function(property) {\n var value = this.get(property);\n if (typeof value === 'boolean') {\n this.set(property, !value);\n }\n return this;\n },\n\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */\n get: function(property) {\n return this[property];\n }\n};\n\n\n(function(global) {\n\n var sqrt = Math.sqrt,\n atan2 = Math.atan2,\n pow = Math.pow,\n PiBy180 = Math.PI / 180,\n PiBy2 = Math.PI / 2;\n\n /**\n * @namespace fabric.util\n */\n fabric.util = {\n\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n cos: function(angle) {\n if (angle === 0) { return 1; }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch (angleSlice) {\n case 1: case 3: return 0;\n case 2: return -1;\n }\n return Math.cos(angle);\n },\n\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n sin: function(angle) {\n if (angle === 0) { return 0; }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch (angleSlice) {\n case 1: return sign;\n case 2: return 0;\n case 3: return -sign;\n }\n return Math.sin(angle);\n },\n\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */\n removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */\n getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */\n degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */\n radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */\n rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y),\n v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */\n rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians),\n cos = fabric.util.cos(radians),\n rx = vector.x * cos - vector.y * sin,\n ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n\n /**\n * Creates a vetor from points represented as a point\n * @static\n * @memberOf fabric.util\n *\n * @typedef {Object} Point\n * @property {number} x\n * @property {number} y\n *\n * @param {Point} from\n * @param {Point} to\n * @returns {Point} vector\n */\n createVector: function (from, to) {\n return new fabric.Point(to.x - from.x, to.y - from.y);\n },\n\n /**\n * Calculates angle between 2 vectors using dot product\n * @static\n * @memberOf fabric.util\n * @param {Point} a\n * @param {Point} b\n * @returns the angle in radian between the vectors\n */\n calcAngleBetweenVectors: function (a, b) {\n return Math.acos((a.x * b.x + a.y * b.y) / (Math.hypot(a.x, a.y) * Math.hypot(b.x, b.y)));\n },\n\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} v\n * @returns {Point} vector representing the unit vector of pointing to the direction of `v`\n */\n getHatVector: function (v) {\n return new fabric.Point(v.x, v.y).multiply(1 / Math.hypot(v.x, v.y));\n },\n\n /**\n * @static\n * @memberOf fabric.util\n * @param {Point} A\n * @param {Point} B\n * @param {Point} C\n * @returns {{ vector: Point, angle: number }} vector representing the bisector of A and A's angle\n */\n getBisector: function (A, B, C) {\n var AB = fabric.util.createVector(A, B), AC = fabric.util.createVector(A, C);\n var alpha = fabric.util.calcAngleBetweenVectors(AB, AC);\n // check if alpha is relative to AB->BC\n var ro = fabric.util.calcAngleBetweenVectors(fabric.util.rotateVector(AB, alpha), AC);\n var phi = alpha * (ro === 0 ? 1 : -1) / 2;\n return {\n vector: fabric.util.getHatVector(fabric.util.rotateVector(AB, phi)),\n angle: alpha\n };\n },\n\n /**\n * Project stroke width on points returning 2 projections for each point as follows:\n * - `miter`: 2 points corresponding to the outer boundary and the inner boundary of stroke.\n * - `bevel`: 2 points corresponding to the bevel boundaries, tangent to the bisector.\n * - `round`: same as `bevel`\n * Used to calculate object's bounding box\n * @static\n * @memberOf fabric.util\n * @param {Point[]} points\n * @param {Object} options\n * @param {number} options.strokeWidth\n * @param {'miter'|'bevel'|'round'} options.strokeLineJoin\n * @param {number} options.strokeMiterLimit https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit\n * @param {boolean} options.strokeUniform\n * @param {number} options.scaleX\n * @param {number} options.scaleY\n * @param {boolean} [openPath] whether the shape is open or not, affects the calculations of the first and last points\n * @returns {fabric.Point[]} array of size 2n/4n of all suspected points\n */\n projectStrokeOnPoints: function (points, options, openPath) {\n var coords = [], s = options.strokeWidth / 2,\n strokeUniformScalar = options.strokeUniform ?\n new fabric.Point(1 / options.scaleX, 1 / options.scaleY) : new fabric.Point(1, 1),\n getStrokeHatVector = function (v) {\n var scalar = s / (Math.hypot(v.x, v.y));\n return new fabric.Point(v.x * scalar * strokeUniformScalar.x, v.y * scalar * strokeUniformScalar.y);\n };\n if (points.length <= 1) {return coords;}\n points.forEach(function (p, index) {\n var A = new fabric.Point(p.x, p.y), B, C;\n if (index === 0) {\n C = points[index + 1];\n B = openPath ? getStrokeHatVector(fabric.util.createVector(C, A)).addEquals(A) : points[points.length - 1];\n }\n else if (index === points.length - 1) {\n B = points[index - 1];\n C = openPath ? getStrokeHatVector(fabric.util.createVector(B, A)).addEquals(A) : points[0];\n }\n else {\n B = points[index - 1];\n C = points[index + 1];\n }\n var bisector = fabric.util.getBisector(A, B, C),\n bisectorVector = bisector.vector,\n alpha = bisector.angle,\n scalar,\n miterVector;\n if (options.strokeLineJoin === 'miter') {\n scalar = -s / Math.sin(alpha / 2);\n miterVector = new fabric.Point(\n bisectorVector.x * scalar * strokeUniformScalar.x,\n bisectorVector.y * scalar * strokeUniformScalar.y\n );\n if (Math.hypot(miterVector.x, miterVector.y) / s <= options.strokeMiterLimit) {\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n return;\n }\n }\n scalar = -s * Math.SQRT2;\n miterVector = new fabric.Point(\n bisectorVector.x * scalar * strokeUniformScalar.x,\n bisectorVector.y * scalar * strokeUniformScalar.y\n );\n coords.push(A.add(miterVector));\n coords.push(A.subtract(miterVector));\n });\n return coords;\n },\n\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */\n transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y,\n t[1] * p.x + t[3] * p.y\n );\n }\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y + t[4],\n t[1] * p.x + t[3] * p.y + t[5]\n );\n },\n\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */\n makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for (var i = 0; i < points.length; i++) {\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],\n minX = fabric.util.array.min(xPoints),\n maxX = fabric.util.array.max(xPoints),\n width = maxX - minX,\n yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],\n minY = fabric.util.array.min(yPoints),\n maxY = fabric.util.array.max(yPoints),\n height = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */\n invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]),\n r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],\n o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */\n toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */\n parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value),\n number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch (unit[0]) {\n case 'mm':\n return number * fabric.DPI / 25.4;\n\n case 'cm':\n return number * fabric.DPI / 2.54;\n\n case 'in':\n return number * fabric.DPI;\n\n case 'pt':\n return number * fabric.DPI / 72; // or * 4 / 3\n\n case 'pc':\n return number * fabric.DPI / 72 * 12; // or * 16\n\n case 'em':\n return number * fontSize;\n\n default:\n return number;\n }\n },\n\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */\n falseFunction: function() {\n return false;\n },\n\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */\n getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */\n getSvgAttributes: function(type) {\n var attributes = [\n 'instantiated_by_use',\n 'style',\n 'id',\n 'class'\n ];\n switch (type) {\n case 'linearGradient':\n attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);\n break;\n case 'radialGradient':\n attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);\n break;\n case 'stop':\n attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);\n break;\n }\n return attributes;\n },\n\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */\n resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n\n var parts = namespace.split('.'),\n len = parts.length, i,\n obj = global || fabric.window;\n\n for (i = 0; i < len; ++i) {\n obj = obj[parts[i]];\n }\n\n return obj;\n },\n\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */\n loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n\n var img = fabric.util.createImage();\n\n /** @ignore */\n var onLoadCallback = function () {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n\n img.onload = onLoadCallback;\n /** @ignore */\n img.onerror = function() {\n fabric.log('Error loading ' + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf('data') !== 0 &&\n crossOrigin !== undefined &&\n crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0,14) === 'data:image/svg') {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n\n img.src = url;\n },\n\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */\n loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement('div');\n div.style.width = div.style.height = '1px';\n div.style.left = div.style.top = '-100%';\n div.style.position = 'absolute';\n div.appendChild(img);\n fabric.document.querySelector('body').appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */\n img.onload = function () {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */\n enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n\n var enlivenedObjects = [],\n numLoadedObjects = 0,\n numTotalObjects = objects.length;\n\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n\n objects.forEach(function (o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function (obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n\n /**\n * Creates corresponding fabric instances residing in an object, e.g. `clipPath`\n * @see {@link fabric.Object.ENLIVEN_PROPS}\n * @param {Object} object\n * @param {Object} [context] assign enlived props to this object (pass null to skip this)\n * @param {(objects:fabric.Object[]) => void} callback\n */\n enlivenObjectEnlivables: function (object, context, callback) {\n var enlivenProps = fabric.Object.ENLIVEN_PROPS.filter(function (key) { return !!object[key]; });\n fabric.util.enlivenObjects(enlivenProps.map(function (key) { return object[key]; }), function (enlivedProps) {\n var objects = {};\n enlivenProps.forEach(function (key, index) {\n objects[key] = enlivedProps[index];\n context && (context[key] = enlivedProps[index]);\n });\n callback && callback(objects);\n });\n },\n\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */\n enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n\n var enlivenedPatterns = [],\n numLoadedPatterns = 0,\n numPatterns = patterns.length;\n\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n\n patterns.forEach(function (p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n }\n else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */\n groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n if (typeof path !== 'undefined') {\n elements[0].sourcePath = path;\n }\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n }\n else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== 'undefined') {\n object.sourcePath = path;\n }\n return object;\n },\n\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */\n populateWithProperties: function(source, destination, properties) {\n if (properties && Array.isArray(properties)) {\n for (var i = 0, len = properties.length; i < len; i++) {\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n createCanvasElement: function() {\n return fabric.document.createElement('canvas');\n },\n\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext('2d').drawImage(canvas, 0, 0);\n return newCanvas;\n },\n\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */\n toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL('image/' + format, quality);\n },\n\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */\n createImage: function() {\n return fabric.document.createElement('img');\n },\n\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */\n multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */\n qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]),\n denom = pow(a[0], 2) + pow(a[1], 2),\n scaleX = sqrt(denom),\n scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX,\n skewX = atan2(a[0] * a[2] + a[1] * a [3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */\n calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle),\n cos = fabric.util.cos(theta),\n sin = fabric.util.sin(theta);\n return [cos, sin, -sin, cos, 0, 0];\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewY]\n * @return {Number[]} transform matrix\n */\n calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === 'undefined' ? 1 : options.scaleX,\n scaleY = typeof options.scaleY === 'undefined' ? 1 : options.scaleY,\n scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0],\n multiply = fabric.util.multiplyTransformMatrices,\n degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, 0, Math.tan(degreesToRadians(options.skewX)), 1],\n true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, Math.tan(degreesToRadians(options.skewY)), 0, 1],\n true);\n }\n return scaleMatrix;\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */\n composeMatrix: function(options) {\n var matrix = [1, 0, 0, 1, options.translateX || 0, options.translateY || 0],\n multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 ||\n options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */\n resetObjectTransform: function (target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */\n saveObjectTransform: function (target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */\n isTransparent: function(ctx, x, y, tolerance) {\n\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n }\n else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n }\n else {\n y = 0;\n }\n }\n\n var _isTransparent = true, i, temp,\n imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),\n l = imageData.data.length;\n\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for (i = 3; i < l; i += 4) {\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n\n imageData = null;\n\n return _isTransparent;\n },\n\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */\n parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',\n aspectRatioAttrs = attribute.split(' '), align;\n\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {\n align = meetOrSlice;\n meetOrSlice = 'meet';\n }\n else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== 'none' ? align.slice(1, 4) : 'none';\n alignY = align !== 'none' ? align.slice(5, 8) : 'none';\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */\n clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || '').toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = { };\n }\n else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */\n limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar),\n perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return { x: Math.floor(roughWidth), y: perfLimitSizeY };\n },\n\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */\n findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */\n findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */\n matrixToSVG: function(transform) {\n return 'matrix(' + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(' ') + ')';\n },\n\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform),\n finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(\n object,\n fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix())\n );\n },\n\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform),\n center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set('scaleX', options.scaleX);\n object.set('scaleY', options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */\n sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2,\n points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }],\n transformMatrix = fabric.util.calcDimensionsMatrix(options),\n bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height,\n };\n },\n\n /**\n * Merges 2 clip paths into one visually equal clip path\n *\n * **IMPORTANT**:\\\n * Does **NOT** clone the arguments, clone them proir if necessary.\n *\n * Creates a wrapper (group) that contains one clip path and is clipped by the other so content is kept where both overlap.\n * Use this method if both the clip paths may have nested clip paths of their own, so assigning one to the other's clip path property is not possible.\n *\n * In order to handle the `inverted` property we follow logic described in the following cases:\\\n * **(1)** both clip paths are inverted - the clip paths pass the inverted prop to the wrapper and loose it themselves.\\\n * **(2)** one is inverted and the other isn't - the wrapper shouldn't become inverted and the inverted clip path must clip the non inverted one to produce an identical visual effect.\\\n * **(3)** both clip paths are not inverted - wrapper and clip paths remain unchanged.\n *\n * @memberOf fabric.util\n * @param {fabric.Object} c1\n * @param {fabric.Object} c2\n * @returns {fabric.Object} merged clip path\n */\n mergeClipPaths: function (c1, c2) {\n var a = c1, b = c2;\n if (a.inverted && !b.inverted) {\n // case (2)\n a = c2;\n b = c1;\n }\n // `b` becomes `a`'s clip path so we transform `b` to `a` coordinate plane\n fabric.util.applyTransformToObject(\n b,\n fabric.util.multiplyTransformMatrices(\n fabric.util.invertTransform(a.calcTransformMatrix()),\n b.calcTransformMatrix()\n )\n );\n // assign the `inverted` prop to the wrapping group\n var inverted = a.inverted && b.inverted;\n if (inverted) {\n // case (1)\n a.inverted = b.inverted = false;\n }\n return new fabric.Group([a], { clipPath: b, inverted: inverted });\n },\n\n /**\n * @memberOf fabric.util\n * @param {Object} prevStyle first style to compare\n * @param {Object} thisStyle second style to compare\n * @param {boolean} forTextSpans whether to check overline, underline, and line-through properties\n * @return {boolean} true if the style changed\n */\n hasStyleChanged: function(prevStyle, thisStyle, forTextSpans) {\n forTextSpans = forTextSpans || false;\n return (prevStyle.fill !== thisStyle.fill ||\n prevStyle.stroke !== thisStyle.stroke ||\n prevStyle.strokeWidth !== thisStyle.strokeWidth ||\n prevStyle.fontSize !== thisStyle.fontSize ||\n prevStyle.fontFamily !== thisStyle.fontFamily ||\n prevStyle.fontWeight !== thisStyle.fontWeight ||\n prevStyle.fontStyle !== thisStyle.fontStyle ||\n prevStyle.textBackgroundColor !== thisStyle.textBackgroundColor ||\n prevStyle.deltaY !== thisStyle.deltaY) ||\n (forTextSpans &&\n (prevStyle.overline !== thisStyle.overline ||\n prevStyle.underline !== thisStyle.underline ||\n prevStyle.linethrough !== thisStyle.linethrough));\n },\n\n /**\n * Returns the array form of a text object's inline styles property with styles grouped in ranges\n * rather than per character. This format is less verbose, and is better suited for storage\n * so it is used in serialization (not during runtime).\n * @memberOf fabric.util\n * @param {object} styles per character styles for a text object\n * @param {String} text the text string that the styles are applied to\n * @return {{start: number, end: number, style: object}[]}\n */\n stylesToArray: function(styles, text) {\n // clone style structure to prevent mutation\n var styles = fabric.util.object.clone(styles, true),\n textLines = text.split('\\n'),\n charIndex = -1, prevStyle = {}, stylesArray = [];\n //loop through each textLine\n for (var i = 0; i < textLines.length; i++) {\n if (!styles[i]) {\n //no styles exist for this line, so add the line's length to the charIndex total\n charIndex += textLines[i].length;\n continue;\n }\n //loop through each character of the current line\n for (var c = 0; c < textLines[i].length; c++) {\n charIndex++;\n var thisStyle = styles[i][c];\n //check if style exists for this character\n if (thisStyle && Object.keys(thisStyle).length > 0) {\n var styleChanged = fabric.util.hasStyleChanged(prevStyle, thisStyle, true);\n if (styleChanged) {\n stylesArray.push({\n start: charIndex,\n end: charIndex + 1,\n style: thisStyle\n });\n }\n else {\n //if style is the same as previous character, increase end index\n stylesArray[stylesArray.length - 1].end++;\n }\n }\n prevStyle = thisStyle || {};\n }\n }\n return stylesArray;\n },\n\n /**\n * Returns the object form of the styles property with styles that are assigned per\n * character rather than grouped by range. This format is more verbose, and is\n * only used during runtime (not for serialization/storage)\n * @memberOf fabric.util\n * @param {Array} styles the serialized form of a text object's styles\n * @param {String} text the text string that the styles are applied to\n * @return {Object}\n */\n stylesFromArray: function(styles, text) {\n if (!Array.isArray(styles)) {\n return styles;\n }\n var textLines = text.split('\\n'),\n charIndex = -1, styleIndex = 0, stylesObject = {};\n //loop through each textLine\n for (var i = 0; i < textLines.length; i++) {\n //loop through each character of the current line\n for (var c = 0; c < textLines[i].length; c++) {\n charIndex++;\n //check if there's a style collection that includes the current character\n if (styles[styleIndex]\n && styles[styleIndex].start <= charIndex\n && charIndex < styles[styleIndex].end) {\n //create object for line index if it doesn't exist\n stylesObject[i] = stylesObject[i] || {};\n //assign a style at this character's index\n stylesObject[i][c] = Object.assign({}, styles[styleIndex].style);\n //if character is at the end of the current style collection, move to the next\n if (charIndex === styles[styleIndex].end - 1) {\n styleIndex++;\n }\n }\n }\n }\n return stylesObject;\n }\n };\n})( true ? exports : 0);\n\n\n(function() {\n var _join = Array.prototype.join,\n commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n },\n repeatedCommands = {\n m: 'l',\n M: 'L'\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2),\n sinth2 = fabric.util.sin(th2),\n costh3 = fabric.util.cos(th3),\n sinth3 = fabric.util.sin(th3),\n toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,\n toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,\n cp1X = fromX + mT * ( -cosTh * rx * sinth2 - sinTh * ry * costh2),\n cp1Y = fromY + mT * ( -sinTh * rx * sinth2 + cosTh * ry * costh2),\n cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),\n cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);\n\n return ['C',\n cp1X, cp1Y,\n cp2X, cp2Y,\n toX, toY\n ];\n }\n\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */\n function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180,\n sinTh = fabric.util.sin(th),\n cosTh = fabric.util.cos(th),\n fromX = 0, fromY = 0;\n\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5,\n py = -cosTh * toY * 0.5 + sinTh * toX * 0.5,\n rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,\n pl = rx2 * ry2 - rx2 * py2 - ry2 * px2,\n root = 0;\n\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n }\n else {\n root = (large === sweep ? -1.0 : 1.0) *\n Math.sqrt( pl / (rx2 * py2 + ry2 * px2));\n }\n\n var cx = root * rx * py / ry,\n cy = -root * ry * px / rx,\n cx1 = cosTh * cx - sinTh * cy + toX * 0.5,\n cy1 = sinTh * cx + cosTh * cy + toY * 0.5,\n mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),\n dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n }\n else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)),\n result = [], mDelta = dtheta / segments,\n mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),\n th3 = mTheta + mDelta;\n\n for (var i = 0; i < segments; i++) {\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n\n /*\n * Private\n */\n function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux),\n tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n }\n else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */\n // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n\n var sqrt = Math.sqrt,\n min = Math.min, max = Math.max,\n abs = Math.abs, tvalues = [],\n bounds = [[], []],\n a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n\n for (var i = 0; i < 2; ++i) {\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n\n var x, y, j = tvalues.length, jlen = j, mt;\n while (j--) {\n t = tvalues[j];\n mt = 1 - t;\n x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);\n bounds[0][j] = x;\n\n y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);\n bounds[1][j] = y;\n }\n\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */\n function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1],\n ry = coords[2],\n rot = coords[3],\n large = coords[4],\n sweep = coords[5],\n tx = coords[6],\n ty = coords[7],\n segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segsNorm.length; i < len; i++) {\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n };\n\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */\n function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length,\n // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted,\n // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for (i = 0; i < len; ++i) {\n converted = false;\n current = path[i].slice(0);\n switch (current[0]) { // first letter\n case 'l': // lineto, relative\n current[0] = 'L';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'L':\n x = current[1];\n y = current[2];\n break;\n case 'h': // horizontal lineto, relative\n current[1] += x;\n // falls through\n case 'H':\n current[0] = 'L';\n current[2] = y;\n x = current[1];\n break;\n case 'v': // vertical lineto, relative\n current[1] += y;\n // falls through\n case 'V':\n current[0] = 'L';\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case 'm': // moveTo, relative\n current[0] = 'M';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'M':\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case 'c': // bezierCurveTo, relative\n current[0] = 'C';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case 'C':\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case 's': // shorthand cubic bezierCurveTo, relative\n current[0] = 'S';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'S':\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === 'C') {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = 'C';\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case 'q': // quadraticCurveTo, relative\n current[0] = 'Q';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'Q':\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case 't': // shorthand quadraticCurveTo, relative\n current[0] = 'T';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'T':\n if (previous === 'Q') {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = 'Q';\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case 'a':\n current[0] = 'A';\n current[6] += x;\n current[7] += y;\n // falls through\n case 'A':\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case 'z':\n case 'Z':\n x = x1;\n y = y1;\n break;\n default:\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n };\n\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */\n function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (3 * invT * invT * (p2x - p1x)) + (6 * invT * pct * (p3x - p2x)) +\n (3 * pct * pct * (p4x - p3x)),\n tangentY = (3 * invT * invT * (p2y - p1y)) + (6 * invT * pct * (p3y - p2y)) +\n (3 * pct * pct * (p4y - p3y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n function QB1(t) {\n return t * t;\n }\n\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (2 * invT * (p2x - p1x)) + (2 * pct * (p3x - p2x)),\n tangentY = (2 * invT * (p2y - p1y)) + (2 * pct * (p3y - p2y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = { x: x1, y: y1 }, p, tmpLen = 0, perc;\n for (perc = 1; perc <= 100; perc += 1) {\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */\n function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = { x: segInfo.x, y: segInfo.y },\n p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while (tmpLen < distance && nextStep > 0.0001) {\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if ((nextLen + tmpLen) > distance) {\n // we discard this step and we make smaller steps.\n perc -= nextStep;\n nextStep /= 2;\n }\n else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */\n function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current,\n //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for (var i = 0; i < len; i++) {\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0],\n };\n switch (current[0]) { //first letter\n case 'M':\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case 'L':\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case 'C':\n iterator = getPointOnCubicBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n angleFinder = getTangentCubicIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case 'Q':\n iterator = getPointOnQuadraticBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n angleFinder = getTangentQuadraticIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case 'Z':\n case 'z':\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({ length: totalLength, x: x1, y: y1 });\n return info;\n }\n\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while ((distance - infos[i].length > 0) && i < (infos.length - 2)) {\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length,\n command = segInfo.command, segment = path[i], info;\n\n switch (command) {\n case 'M':\n return { x: segInfo.x, y: segInfo.y, angle: 0 };\n case 'Z':\n case 'z':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segInfo.destX, segInfo.destY),\n segPercent\n );\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case 'L':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segment[1], segment[2]),\n segPercent\n );\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case 'C':\n return findPercentageForDistance(segInfo, distance);\n case 'Q':\n return findPercentageForDistance(segInfo, distance);\n }\n }\n\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */\n function parsePath(pathString) {\n var result = [],\n coords = [],\n currentPath,\n parsed,\n re = fabric.rePathCommand,\n rNumber = '[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*',\n rNumberCommaWsp = '(' + rNumber + ')' + fabric.commaWsp,\n rFlagCommaWsp = '([01])' + fabric.commaWsp + '?',\n rArcSeq = rNumberCommaWsp + '?' + rNumberCommaWsp + '?' + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp +\n rNumberCommaWsp + '?(' + rNumber + ')',\n regArcArgumentSequence = new RegExp(rArcSeq, 'g'),\n match,\n coordsStr,\n // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n\n for (var i = 0, coordsParsed, len = path.length; i < len; i++) {\n currentPath = path[i];\n\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n\n var command = currentPath.charAt(0);\n coordsParsed = [command];\n\n if (command.toLowerCase() === 'a') {\n // arcs have special flags that apparently don't require spaces so handle special\n for (var args; (args = regArcArgumentSequence.exec(coordsStr));) {\n for (var j = 1; j < args.length; j++) {\n coords.push(args[j]);\n }\n }\n }\n else {\n while ((match = re.exec(coordsStr))) {\n coords.push(match[0]);\n }\n }\n\n for (var j = 0, jlen = coords.length; j < jlen; j++) {\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n\n var commandLength = commandLengths[command.toLowerCase()],\n repeatedCommand = repeatedCommands[command] || command;\n\n if (coordsParsed.length - 1 > commandLength) {\n for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {\n result.push([command].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n }\n else {\n result.push(coordsParsed);\n }\n }\n\n return result;\n };\n\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */\n function getSmoothPathFromPoints(points, correction) {\n var path = [], i,\n p1 = new fabric.Point(points[0].x, points[0].y),\n p2 = new fabric.Point(points[1].x, points[1].y),\n len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]);\n for (i = 1; i < len; i++) {\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]);\n }\n p1 = points[i];\n if ((i + 1) < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */\n function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(\n transform,\n [1, 0, 0, 1, -pathOffset.x, -pathOffset.y]\n );\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for (var i = 1; i < pathSegment.length - 1; i += 2) {\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */\n fabric.util.joinPath = function(pathData) {\n return pathData.map(function (segment) { return segment.join(' '); }).join(' ');\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n})();\n\n\n(function() {\n\n var slice = Array.prototype.slice;\n\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */\n function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for (var i = 0, len = array.length; i < len; i++) {\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n\n /**\n * @private\n */\n function fill(array, value) {\n var k = array.length;\n while (k--) {\n array[k] = value;\n }\n return array;\n }\n\n /**\n * @private\n */\n function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n\n var i = array.length - 1,\n result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while (i--) {\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n }\n else {\n while (i--) {\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n\n /**\n * @namespace fabric.util.array\n */\n fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n\n})();\n\n\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */\n\n function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n }\n else if (source instanceof Array) {\n destination = [];\n for (var i = 0, len = source.length; i < len; i++) {\n destination[i] = extend({ }, source[i], deep);\n }\n }\n else if (source && typeof source === 'object') {\n for (var property in source) {\n if (property === 'canvas' || property === 'group') {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n }\n else if (source.hasOwnProperty(property)) {\n destination[property] = extend({ }, source[property], deep);\n }\n }\n }\n else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n }\n else {\n for (var property in source) {\n destination[property] = source[property];\n }\n }\n return destination;\n }\n\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */\n\n //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({ }, object, deep);\n }\n\n /** @namespace fabric.util.object */\n fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n\n\n(function() {\n\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */\n function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : '';\n });\n }\n\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */\n function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() +\n (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */\n function escapeXml(string) {\n return string.replace(/&/g, '&')\n .replace(/\"/g, '"')\n .replace(/'/g, ''')\n .replace(//g, '>');\n }\n\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */\n function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for (i = 0, chr; i < textstring.length; i++) {\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n\n if (isNaN(code)) {\n return ''; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= (i + 1)) {\n throw 'High surrogate without following low surrogate';\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw 'High surrogate without following low surrogate';\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw 'Low surrogate without preceding high surrogate';\n }\n var prev = str.charCodeAt(i - 1);\n\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw 'Low surrogate without preceding high surrogate';\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n\n\n /**\n * String utilities\n * @namespace fabric.util.string\n */\n fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n\n\n(function() {\n\n var slice = Array.prototype.slice, emptyFunction = function() { },\n\n IS_DONTENUM_BUGGY = (function() {\n for (var p in { toString: 1 }) {\n if (p === 'toString') {\n return false;\n }\n }\n return true;\n })(),\n\n /** @ignore */\n addMethods = function(klass, source, parent) {\n for (var property in source) {\n\n if (property in klass.prototype &&\n typeof klass.prototype[property] === 'function' &&\n (source[property] + '').indexOf('callSuper') > -1) {\n\n klass.prototype[property] = (function(property) {\n return function() {\n\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n\n if (property !== 'initialize') {\n return returnValue;\n }\n };\n })(property);\n }\n else {\n klass.prototype[property] = source[property];\n }\n\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n\n function Subclass() { }\n\n function callSuper(methodName) {\n var parentMethod = null,\n _this = this;\n\n // climb prototype chain to find method not equal to callee's method\n while (_this.constructor.superclass) {\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n\n if (!parentMethod) {\n return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);\n }\n\n return (arguments.length > 1)\n ? parentMethod.apply(this, slice.call(arguments, 1))\n : parentMethod.call(this);\n }\n\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */\n function createClass() {\n var parent = null,\n properties = slice.call(arguments, 0);\n\n if (typeof properties[0] === 'function') {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n\n klass.superclass = parent;\n klass.subclasses = [];\n\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for (var i = 0, length = properties.length; i < length; i++) {\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n\n fabric.util.createClass = createClass;\n})();\n\n\n(function () {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement('div').attachEvent,\n touchEvents = ['touchstart', 'touchmove', 'touchend'];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n\n fabric.util.getPointer = function(event) {\n var element = event.target,\n scroll = fabric.util.getScrollLeftTop(element),\n _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === 'touch';\n };\n})();\n\n\n(function () {\n\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */\n function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === 'string') {\n element.style.cssText += ';' + styles;\n return styles.indexOf('opacity') > -1\n ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1])\n : element;\n }\n for (var property in styles) {\n if (property === 'opacity') {\n setOpacity(element, styles[property]);\n }\n else {\n var normalizedProperty = (property === 'float' || property === 'cssFloat')\n ? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')\n : property;\n elementStyle.setProperty(normalizedProperty, styles[property]);\n }\n }\n return element;\n }\n\n var parseEl = fabric.document.createElement('div'),\n supportsOpacity = typeof parseEl.style.opacity === 'string',\n supportsFilters = typeof parseEl.style.filter === 'string',\n reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/,\n\n /** @ignore */\n setOpacity = function (element) { return element; };\n\n if (supportsOpacity) {\n /** @ignore */\n setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n }\n else if (supportsFilters) {\n /** @ignore */\n setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');\n es.filter = es.filter.replace(reOpacity, value);\n }\n else {\n es.filter += ' alpha(opacity=' + (value * 100) + ')';\n }\n return element;\n };\n }\n\n fabric.util.setStyle = setStyle;\n\n})();\n\n\n(function() {\n\n var _slice = Array.prototype.slice;\n\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */\n function getById(id) {\n return typeof id === 'string' ? fabric.document.getElementById(id) : id;\n }\n\n var sliceCanConvertNodelists,\n /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */\n toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n }\n catch (err) { }\n\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while (i--) {\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */\n function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for (var prop in attributes) {\n if (prop === 'class') {\n el.className = attributes[prop];\n }\n else if (prop === 'for') {\n el.htmlFor = attributes[prop];\n }\n else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */\n function addClass(element, className) {\n if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {\n element.className += (element.className ? ' ' : '') + className;\n }\n }\n\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */\n function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === 'string') {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */\n function getScrollLeftTop(element) {\n\n var left = 0,\n top = 0,\n docElement = fabric.document.documentElement,\n body = fabric.document.body || {\n scrollLeft: 0, scrollTop: 0\n };\n\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while (element && (element.parentNode || element.host)) {\n\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n }\n else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n\n if (element.nodeType === 1 && element.style.position === 'fixed') {\n break;\n }\n }\n\n return { left: left, top: top };\n }\n\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */\n function getElementOffset(element) {\n var docElem,\n doc = element && element.ownerDocument,\n box = { left: 0, top: 0 },\n offset = { left: 0, top: 0 },\n scrollLeftTop,\n offsetAttributes = {\n borderLeftWidth: 'left',\n borderTopWidth: 'top',\n paddingLeft: 'left',\n paddingTop: 'top'\n };\n\n if (!doc) {\n return offset;\n }\n\n for (var attr in offsetAttributes) {\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n\n docElem = doc.documentElement;\n if ( typeof element.getBoundingClientRect !== 'undefined' ) {\n box = element.getBoundingClientRect();\n }\n\n scrollLeftTop = getScrollLeftTop(element);\n\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */\n var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n }\n else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n\n (function () {\n var style = fabric.document.documentElement.style,\n selectProp = 'userSelect' in style\n ? 'userSelect'\n : 'MozUserSelect' in style\n ? 'MozUserSelect'\n : 'WebkitUserSelect' in style\n ? 'WebkitUserSelect'\n : 'KhtmlUserSelect' in style\n ? 'KhtmlUserSelect'\n : '';\n\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = 'none';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = 'on';\n }\n return element;\n }\n\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementSelectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = '';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = '';\n }\n return element;\n }\n\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n };\n\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled\n || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */\n fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n\n})();\n\n\n(function() {\n\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? '&' : '?') + param;\n }\n\n function emptyFn() { }\n\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */\n function request(url, options) {\n options || (options = { });\n\n var method = options.method ? options.method.toUpperCase() : 'GET',\n onComplete = options.onComplete || function() { },\n xhr = new fabric.window.XMLHttpRequest(),\n body = options.body || options.parameters;\n\n /** @ignore */\n xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n\n if (method === 'GET') {\n body = null;\n if (typeof options.parameters === 'string') {\n url = addParamToUrl(url, options.parameters);\n }\n }\n\n xhr.open(method, url, true);\n\n if (method === 'POST' || method === 'PUT') {\n xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');\n }\n\n xhr.send(body);\n return xhr;\n }\n\n fabric.util.request = request;\n})();\n\n\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */\nfabric.log = console.log;\n\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */\nfabric.warn = console.warn;\n\n\n(function () {\n\n var extend = fabric.util.object.extend,\n clone = fabric.util.object.clone;\n\n /**\n * @typedef {Object} AnimationOptions\n * Animation of a value or list of values.\n * When using lists, think of something like this:\n * fabric.util.animate({\n * startValue: [1, 2, 3],\n * endValue: [2, 4, 6],\n * onChange: function([a, b, c]) {\n * canvas.zoomToPoint({x: b, y: c}, a)\n * canvas.renderAll()\n * }\n * });\n * @example\n * @property {Function} [onChange] Callback; invoked on every value change\n * @property {Function} [onComplete] Callback; invoked when value change is completed\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * var animationOptions = { startValue: 0, endValue: 1, byValue: 0.25 }\n * var animationOptions = { startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] }\n * @property {number | number[]} [startValue=0] Starting value\n * @property {number | number[]} [endValue=100] Ending value\n * @property {number | number[]} [byValue=100] Value to modify the property by\n * @property {Function} [easing] Easing function\n * @property {Number} [duration=500] Duration of change (in ms)\n * @property {Function} [abort] Additional function with logic. If returns true, animation aborts.\n *\n * @typedef {() => void} CancelFunction\n *\n * @typedef {Object} AnimationCurrentState\n * @property {number | number[]} currentValue value in range [`startValue`, `endValue`]\n * @property {number} completionRate value in range [0, 1]\n * @property {number} durationRate value in range [0, 1]\n *\n * @typedef {(AnimationOptions & AnimationCurrentState & { cancel: CancelFunction }} AnimationContext\n */\n\n /**\n * Array holding all running animations\n * @memberof fabric\n * @type {AnimationContext[]}\n */\n var RUNNING_ANIMATIONS = [];\n fabric.util.object.extend(RUNNING_ANIMATIONS, {\n\n /**\n * cancel all running animations at the next requestAnimFrame\n * @returns {AnimationContext[]}\n */\n cancelAll: function () {\n var animations = this.splice(0);\n animations.forEach(function (animation) {\n animation.cancel();\n });\n return animations;\n },\n\n /**\n * cancel all running animations attached to canvas at the next requestAnimFrame\n * @param {fabric.Canvas} canvas\n * @returns {AnimationContext[]}\n */\n cancelByCanvas: function (canvas) {\n if (!canvas) {\n return [];\n }\n var cancelled = this.filter(function (animation) {\n return typeof animation.target === 'object' && animation.target.canvas === canvas;\n });\n cancelled.forEach(function (animation) {\n animation.cancel();\n });\n return cancelled;\n },\n\n /**\n * cancel all running animations for target at the next requestAnimFrame\n * @param {*} target\n * @returns {AnimationContext[]}\n */\n cancelByTarget: function (target) {\n var cancelled = this.findAnimationsByTarget(target);\n cancelled.forEach(function (animation) {\n animation.cancel();\n });\n return cancelled;\n },\n\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {number}\n */\n findAnimationIndex: function (cancelFunc) {\n return this.indexOf(this.findAnimation(cancelFunc));\n },\n\n /**\n *\n * @param {CancelFunction} cancelFunc the function returned by animate\n * @returns {AnimationContext | undefined} animation's options object\n */\n findAnimation: function (cancelFunc) {\n return this.find(function (animation) {\n return animation.cancel === cancelFunc;\n });\n },\n\n /**\n *\n * @param {*} target the object that is assigned to the target property of the animation context\n * @returns {AnimationContext[]} array of animation options object associated with target\n */\n findAnimationsByTarget: function (target) {\n if (!target) {\n return [];\n }\n return this.filter(function (animation) {\n return animation.target === target;\n });\n }\n });\n\n function noop() {\n return false;\n }\n\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {AnimationOptions} [options] Animation options\n * @example\n * // Note: startValue, endValue, and byValue must match the type\n * fabric.util.animate({ startValue: 0, endValue: 1, byValue: 0.25 })\n * fabric.util.animate({ startValue: [0, 1], endValue: [1, 2], byValue: [0.25, 0.25] })\n * @returns {CancelFunction} cancel function\n */\n function animate(options) {\n options || (options = {});\n var cancel = false,\n context,\n removeFromRegistry = function () {\n var index = fabric.runningAnimations.indexOf(context);\n return index > -1 && fabric.runningAnimations.splice(index, 1)[0];\n };\n\n context = extend(clone(options), {\n cancel: function () {\n cancel = true;\n return removeFromRegistry();\n },\n currentValue: 'startValue' in options ? options.startValue : 0,\n completionRate: 0,\n durationRate: 0\n });\n fabric.runningAnimations.push(context);\n\n requestAnimFrame(function(timestamp) {\n var start = timestamp || +new Date(),\n duration = options.duration || 500,\n finish = start + duration, time,\n onChange = options.onChange || noop,\n abort = options.abort || noop,\n onComplete = options.onComplete || noop,\n easing = options.easing || defaultEasing,\n isMany = 'startValue' in options ? options.startValue.length > 0 : false,\n startValue = 'startValue' in options ? options.startValue : 0,\n endValue = 'endValue' in options ? options.endValue : 100,\n byValue = options.byValue || (isMany ? startValue.map(function(value, i) {\n return endValue[i] - startValue[i];\n }) : endValue - startValue);\n\n options.onStart && options.onStart();\n\n (function tick(ticktime) {\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : (time - start),\n timePerc = currentTime / duration,\n current = isMany ? startValue.map(function(_value, i) {\n return easing(currentTime, startValue[i], byValue[i], duration);\n }) : easing(currentTime, startValue, byValue, duration),\n valuePerc = isMany ? Math.abs((current[0] - startValue[0]) / byValue[0])\n : Math.abs((current - startValue) / byValue);\n // update context\n context.currentValue = isMany ? current.slice() : current;\n context.completionRate = valuePerc;\n context.durationRate = timePerc;\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n removeFromRegistry();\n return;\n }\n if (time > finish) {\n // update context\n context.currentValue = isMany ? endValue.slice() : endValue;\n context.completionRate = 1;\n context.durationRate = 1;\n // execute callbacks\n onChange(isMany ? endValue.slice() : endValue, 1, 1);\n onComplete(endValue, 1, 1);\n removeFromRegistry();\n return;\n }\n else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n\n return context.cancel;\n }\n\n var _requestAnimFrame = fabric.window.requestAnimationFrame ||\n fabric.window.webkitRequestAnimationFrame ||\n fabric.window.mozRequestAnimationFrame ||\n fabric.window.oRequestAnimationFrame ||\n fabric.window.msRequestAnimationFrame ||\n function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */\n function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n fabric.runningAnimations = RUNNING_ANIMATIONS;\n})();\n\n\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = 'rgba('\n + parseInt((begin[0] + pos * (end[0] - begin[0])), 10) + ','\n + parseInt((begin[1] + pos * (end[1] - begin[1])), 10) + ','\n + parseInt((begin[2] + pos * (end[2] - begin[2])), 10);\n\n color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += ')';\n return color;\n }\n\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(),\n endColor = new fabric.Color(toColor).getSource(),\n originalOnComplete = options.onComplete,\n originalOnChange = options.onChange;\n options = options || {};\n\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function (currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing\n ? options.colorEasing(currentTime, duration)\n : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(\n calculateColor(endColor, endColor, 0),\n valuePerc,\n timePerc\n );\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(\n calculateColor(current, current, 0),\n valuePerc,\n timePerc\n );\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n\n fabric.util.animateColor = animateColor;\n\n})();\n\n\n(function() {\n\n function normalize(a, c, p, s) {\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n }\n else {\n //handle the 0/0 case:\n if (c === 0 && a === 0) {\n s = p / (2 * Math.PI) * Math.asin(1);\n }\n else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n }\n return { a: a, c: c, p: p, s: s };\n }\n\n function elastic(opts, t, d) {\n return opts.a *\n Math.pow(2, 10 * (t -= 1)) *\n Math.sin( (t * d - opts.s) * (2 * Math.PI) / opts.p );\n }\n\n /**\n * Cubic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutCubic(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n }\n\n /**\n * Cubic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutCubic(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t + b;\n }\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n\n /**\n * Quartic easing in\n * @memberOf fabric.util.ease\n */\n function easeInQuart(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n }\n\n /**\n * Quartic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutQuart(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n }\n\n /**\n * Quartic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutQuart(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t * t + b;\n }\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n\n /**\n * Quintic easing in\n * @memberOf fabric.util.ease\n */\n function easeInQuint(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n }\n\n /**\n * Quintic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutQuint(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n }\n\n /**\n * Quintic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutQuint(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t * t * t + b;\n }\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n\n /**\n * Sinusoidal easing in\n * @memberOf fabric.util.ease\n */\n function easeInSine(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Sinusoidal easing out\n * @memberOf fabric.util.ease\n */\n function easeOutSine(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n }\n\n /**\n * Sinusoidal easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutSine(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n }\n\n /**\n * Exponential easing in\n * @memberOf fabric.util.ease\n */\n function easeInExpo(t, b, c, d) {\n return (t === 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n\n /**\n * Exponential easing out\n * @memberOf fabric.util.ease\n */\n function easeOutExpo(t, b, c, d) {\n return (t === d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n\n /**\n * Exponential easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutExpo(t, b, c, d) {\n if (t === 0) {\n return b;\n }\n if (t === d) {\n return b + c;\n }\n t /= d / 2;\n if (t < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n }\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n\n /**\n * Circular easing in\n * @memberOf fabric.util.ease\n */\n function easeInCirc(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n }\n\n /**\n * Circular easing out\n * @memberOf fabric.util.ease\n */\n function easeOutCirc(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n }\n\n /**\n * Circular easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutCirc(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n }\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n\n /**\n * Elastic easing in\n * @memberOf fabric.util.ease\n */\n function easeInElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d;\n if (t === 1) {\n return b + c;\n }\n if (!p) {\n p = d * 0.3;\n }\n var opts = normalize(a, c, p, s);\n return -elastic(opts, t, d) + b;\n }\n\n /**\n * Elastic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d;\n if (t === 1) {\n return b + c;\n }\n if (!p) {\n p = d * 0.3;\n }\n var opts = normalize(a, c, p, s);\n return opts.a * Math.pow(2, -10 * t) * Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) + opts.c + b;\n }\n\n /**\n * Elastic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d / 2;\n if (t === 2) {\n return b + c;\n }\n if (!p) {\n p = d * (0.3 * 1.5);\n }\n var opts = normalize(a, c, p, s);\n if (t < 1) {\n return -0.5 * elastic(opts, t, d) + b;\n }\n return opts.a * Math.pow(2, -10 * (t -= 1)) *\n Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) * 0.5 + opts.c + b;\n }\n\n /**\n * Backwards easing in\n * @memberOf fabric.util.ease\n */\n function easeInBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n }\n\n /**\n * Backwards easing out\n * @memberOf fabric.util.ease\n */\n function easeOutBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n }\n\n /**\n * Backwards easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n t /= d / 2;\n if (t < 1) {\n return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;\n }\n return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;\n }\n\n /**\n * Bouncing easing in\n * @memberOf fabric.util.ease\n */\n function easeInBounce(t, b, c, d) {\n return c - easeOutBounce (d - t, 0, c, d) + b;\n }\n\n /**\n * Bouncing easing out\n * @memberOf fabric.util.ease\n */\n function easeOutBounce(t, b, c, d) {\n if ((t /= d) < (1 / 2.75)) {\n return c * (7.5625 * t * t) + b;\n }\n else if (t < (2 / 2.75)) {\n return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b;\n }\n else if (t < (2.5 / 2.75)) {\n return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b;\n }\n else {\n return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b;\n }\n }\n\n /**\n * Bouncing easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutBounce(t, b, c, d) {\n if (t < d / 2) {\n return easeInBounce (t * 2, 0, c, d) * 0.5 + b;\n }\n return easeOutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;\n }\n\n /**\n * Easing functions\n * See Easing Equations by Robert Penner\n * @namespace fabric.util.ease\n */\n fabric.util.ease = {\n\n /**\n * Quadratic easing in\n * @memberOf fabric.util.ease\n */\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n\n /**\n * Quadratic easing out\n * @memberOf fabric.util.ease\n */\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n\n /**\n * Quadratic easing in and out\n * @memberOf fabric.util.ease\n */\n easeInOutQuad: function(t, b, c, d) {\n t /= (d / 2);\n if (t < 1) {\n return c / 2 * t * t + b;\n }\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n },\n\n /**\n * Cubic easing in\n * @memberOf fabric.util.ease\n */\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n\n easeOutCubic: easeOutCubic,\n easeInOutCubic: easeInOutCubic,\n easeInQuart: easeInQuart,\n easeOutQuart: easeOutQuart,\n easeInOutQuart: easeInOutQuart,\n easeInQuint: easeInQuint,\n easeOutQuint: easeOutQuint,\n easeInOutQuint: easeInOutQuint,\n easeInSine: easeInSine,\n easeOutSine: easeOutSine,\n easeInOutSine: easeInOutSine,\n easeInExpo: easeInExpo,\n easeOutExpo: easeOutExpo,\n easeInOutExpo: easeInOutExpo,\n easeInCirc: easeInCirc,\n easeOutCirc: easeOutCirc,\n easeInOutCirc: easeInOutCirc,\n easeInElastic: easeInElastic,\n easeOutElastic: easeOutElastic,\n easeInOutElastic: easeInOutElastic,\n easeInBack: easeInBack,\n easeOutBack: easeOutBack,\n easeInOutBack: easeInOutBack,\n easeInBounce: easeInBounce,\n easeOutBounce: easeOutBounce,\n easeInOutBounce: easeInOutBounce\n };\n\n})();\n\n\n(function(global) {\n\n 'use strict';\n\n /**\n * @name fabric\n * @namespace\n */\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n parseUnit = fabric.util.parseUnit,\n multiplyTransformMatrices = fabric.util.multiplyTransformMatrices,\n\n svgValidTagNames = ['path', 'circle', 'polygon', 'polyline', 'ellipse', 'rect', 'line',\n 'image', 'text'],\n svgViewBoxElements = ['symbol', 'image', 'marker', 'pattern', 'view', 'svg'],\n svgInvalidAncestors = ['pattern', 'defs', 'symbol', 'metadata', 'clipPath', 'mask', 'desc'],\n svgValidParents = ['symbol', 'g', 'a', 'svg', 'clipPath', 'defs'],\n\n attributesMap = {\n cx: 'left',\n x: 'left',\n r: 'radius',\n cy: 'top',\n y: 'top',\n display: 'visible',\n visibility: 'visible',\n transform: 'transformMatrix',\n 'fill-opacity': 'fillOpacity',\n 'fill-rule': 'fillRule',\n 'font-family': 'fontFamily',\n 'font-size': 'fontSize',\n 'font-style': 'fontStyle',\n 'font-weight': 'fontWeight',\n 'letter-spacing': 'charSpacing',\n 'paint-order': 'paintFirst',\n 'stroke-dasharray': 'strokeDashArray',\n 'stroke-dashoffset': 'strokeDashOffset',\n 'stroke-linecap': 'strokeLineCap',\n 'stroke-linejoin': 'strokeLineJoin',\n 'stroke-miterlimit': 'strokeMiterLimit',\n 'stroke-opacity': 'strokeOpacity',\n 'stroke-width': 'strokeWidth',\n 'text-decoration': 'textDecoration',\n 'text-anchor': 'textAnchor',\n opacity: 'opacity',\n 'clip-path': 'clipPath',\n 'clip-rule': 'clipRule',\n 'vector-effect': 'strokeUniform',\n 'image-rendering': 'imageSmoothing',\n },\n\n colorAttributes = {\n stroke: 'strokeOpacity',\n fill: 'fillOpacity'\n },\n\n fSize = 'font-size', cPath = 'clip-path';\n\n fabric.svgValidTagNamesRegEx = getSvgRegex(svgValidTagNames);\n fabric.svgViewBoxElementsRegEx = getSvgRegex(svgViewBoxElements);\n fabric.svgInvalidAncestorsRegEx = getSvgRegex(svgInvalidAncestors);\n fabric.svgValidParentsRegEx = getSvgRegex(svgValidParents);\n\n fabric.cssRules = { };\n fabric.gradientDefs = { };\n fabric.clipPaths = { };\n\n function normalizeAttr(attr) {\n // transform attribute names\n if (attr in attributesMap) {\n return attributesMap[attr];\n }\n return attr;\n }\n\n function normalizeValue(attr, value, parentAttributes, fontSize) {\n var isArray = Array.isArray(value), parsed;\n\n if ((attr === 'fill' || attr === 'stroke') && value === 'none') {\n value = '';\n }\n else if (attr === 'strokeUniform') {\n return (value === 'non-scaling-stroke');\n }\n else if (attr === 'strokeDashArray') {\n if (value === 'none') {\n value = null;\n }\n else {\n value = value.replace(/,/g, ' ').split(/\\s+/).map(parseFloat);\n }\n }\n else if (attr === 'transformMatrix') {\n if (parentAttributes && parentAttributes.transformMatrix) {\n value = multiplyTransformMatrices(\n parentAttributes.transformMatrix, fabric.parseTransformAttribute(value));\n }\n else {\n value = fabric.parseTransformAttribute(value);\n }\n }\n else if (attr === 'visible') {\n value = value !== 'none' && value !== 'hidden';\n // display=none on parent element always takes precedence over child element\n if (parentAttributes && parentAttributes.visible === false) {\n value = false;\n }\n }\n else if (attr === 'opacity') {\n value = parseFloat(value);\n if (parentAttributes && typeof parentAttributes.opacity !== 'undefined') {\n value *= parentAttributes.opacity;\n }\n }\n else if (attr === 'textAnchor' /* text-anchor */) {\n value = value === 'start' ? 'left' : value === 'end' ? 'right' : 'center';\n }\n else if (attr === 'charSpacing') {\n // parseUnit returns px and we convert it to em\n parsed = parseUnit(value, fontSize) / fontSize * 1000;\n }\n else if (attr === 'paintFirst') {\n var fillIndex = value.indexOf('fill');\n var strokeIndex = value.indexOf('stroke');\n var value = 'fill';\n if (fillIndex > -1 && strokeIndex > -1 && strokeIndex < fillIndex) {\n value = 'stroke';\n }\n else if (fillIndex === -1 && strokeIndex > -1) {\n value = 'stroke';\n }\n }\n else if (attr === 'href' || attr === 'xlink:href' || attr === 'font') {\n return value;\n }\n else if (attr === 'imageSmoothing') {\n return (value === 'optimizeQuality');\n }\n else {\n parsed = isArray ? value.map(parseUnit) : parseUnit(value, fontSize);\n }\n\n return (!isArray && isNaN(parsed) ? value : parsed);\n }\n\n /**\n * @private\n */\n function getSvgRegex(arr) {\n return new RegExp('^(' + arr.join('|') + ')\\\\b', 'i');\n }\n\n /**\n * @private\n * @param {Object} attributes Array of attributes to parse\n */\n function _setStrokeFillOpacity(attributes) {\n for (var attr in colorAttributes) {\n\n if (typeof attributes[colorAttributes[attr]] === 'undefined' || attributes[attr] === '') {\n continue;\n }\n\n if (typeof attributes[attr] === 'undefined') {\n if (!fabric.Object.prototype[attr]) {\n continue;\n }\n attributes[attr] = fabric.Object.prototype[attr];\n }\n\n if (attributes[attr].indexOf('url(') === 0) {\n continue;\n }\n\n var color = new fabric.Color(attributes[attr]);\n attributes[attr] = color.setAlpha(toFixed(color.getAlpha() * attributes[colorAttributes[attr]], 2)).toRgba();\n }\n return attributes;\n }\n\n /**\n * @private\n */\n function _getMultipleNodes(doc, nodeNames) {\n var nodeName, nodeArray = [], nodeList, i, len;\n for (i = 0, len = nodeNames.length; i < len; i++) {\n nodeName = nodeNames[i];\n nodeList = doc.getElementsByTagName(nodeName);\n nodeArray = nodeArray.concat(Array.prototype.slice.call(nodeList));\n }\n return nodeArray;\n }\n\n /**\n * Parses \"transform\" attribute, returning an array of values\n * @static\n * @function\n * @memberOf fabric\n * @param {String} attributeValue String containing attribute value\n * @return {Array} Array of 6 elements representing transformation matrix\n */\n fabric.parseTransformAttribute = (function() {\n function rotateMatrix(matrix, args) {\n var cos = fabric.util.cos(args[0]), sin = fabric.util.sin(args[0]),\n x = 0, y = 0;\n if (args.length === 3) {\n x = args[1];\n y = args[2];\n }\n\n matrix[0] = cos;\n matrix[1] = sin;\n matrix[2] = -sin;\n matrix[3] = cos;\n matrix[4] = x - (cos * x - sin * y);\n matrix[5] = y - (sin * x + cos * y);\n }\n\n function scaleMatrix(matrix, args) {\n var multiplierX = args[0],\n multiplierY = (args.length === 2) ? args[1] : args[0];\n\n matrix[0] = multiplierX;\n matrix[3] = multiplierY;\n }\n\n function skewMatrix(matrix, args, pos) {\n matrix[pos] = Math.tan(fabric.util.degreesToRadians(args[0]));\n }\n\n function translateMatrix(matrix, args) {\n matrix[4] = args[0];\n if (args.length === 2) {\n matrix[5] = args[1];\n }\n }\n\n // identity matrix\n var iMatrix = fabric.iMatrix,\n\n // == begin transform regexp\n number = fabric.reNum,\n\n commaWsp = fabric.commaWsp,\n\n skewX = '(?:(skewX)\\\\s*\\\\(\\\\s*(' + number + ')\\\\s*\\\\))',\n\n skewY = '(?:(skewY)\\\\s*\\\\(\\\\s*(' + number + ')\\\\s*\\\\))',\n\n rotate = '(?:(rotate)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + ')' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n scale = '(?:(scale)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n translate = '(?:(translate)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n matrix = '(?:(matrix)\\\\s*\\\\(\\\\s*' +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' +\n '\\\\s*\\\\))',\n\n transform = '(?:' +\n matrix + '|' +\n translate + '|' +\n scale + '|' +\n rotate + '|' +\n skewX + '|' +\n skewY +\n ')',\n\n transforms = '(?:' + transform + '(?:' + commaWsp + '*' + transform + ')*' + ')',\n\n transformList = '^\\\\s*(?:' + transforms + '?)\\\\s*$',\n\n // http://www.w3.org/TR/SVG/coords.html#TransformAttribute\n reTransformList = new RegExp(transformList),\n // == end transform regexp\n\n reTransform = new RegExp(transform, 'g');\n\n return function(attributeValue) {\n\n // start with identity matrix\n var matrix = iMatrix.concat(),\n matrices = [];\n\n // return if no argument was given or\n // an argument does not match transform attribute regexp\n if (!attributeValue || (attributeValue && !reTransformList.test(attributeValue))) {\n return matrix;\n }\n\n attributeValue.replace(reTransform, function(match) {\n\n var m = new RegExp(transform).exec(match).filter(function (match) {\n // match !== '' && match != null\n return (!!match);\n }),\n operation = m[1],\n args = m.slice(2).map(parseFloat);\n\n switch (operation) {\n case 'translate':\n translateMatrix(matrix, args);\n break;\n case 'rotate':\n args[0] = fabric.util.degreesToRadians(args[0]);\n rotateMatrix(matrix, args);\n break;\n case 'scale':\n scaleMatrix(matrix, args);\n break;\n case 'skewX':\n skewMatrix(matrix, args, 2);\n break;\n case 'skewY':\n skewMatrix(matrix, args, 1);\n break;\n case 'matrix':\n matrix = args;\n break;\n }\n\n // snapshot current matrix into matrices array\n matrices.push(matrix.concat());\n // reset\n matrix = iMatrix.concat();\n });\n\n var combinedMatrix = matrices[0];\n while (matrices.length > 1) {\n matrices.shift();\n combinedMatrix = fabric.util.multiplyTransformMatrices(combinedMatrix, matrices[0]);\n }\n return combinedMatrix;\n };\n })();\n\n /**\n * @private\n */\n function parseStyleString(style, oStyle) {\n var attr, value;\n style.replace(/;\\s*$/, '').split(';').forEach(function (chunk) {\n var pair = chunk.split(':');\n\n attr = pair[0].trim().toLowerCase();\n value = pair[1].trim();\n\n oStyle[attr] = value;\n });\n }\n\n /**\n * @private\n */\n function parseStyleObject(style, oStyle) {\n var attr, value;\n for (var prop in style) {\n if (typeof style[prop] === 'undefined') {\n continue;\n }\n\n attr = prop.toLowerCase();\n value = style[prop];\n\n oStyle[attr] = value;\n }\n }\n\n /**\n * @private\n */\n function getGlobalStylesForElement(element, svgUid) {\n var styles = { };\n for (var rule in fabric.cssRules[svgUid]) {\n if (elementMatchesRule(element, rule.split(' '))) {\n for (var property in fabric.cssRules[svgUid][rule]) {\n styles[property] = fabric.cssRules[svgUid][rule][property];\n }\n }\n }\n return styles;\n }\n\n /**\n * @private\n */\n function elementMatchesRule(element, selectors) {\n var firstMatching, parentMatching = true;\n //start from rightmost selector.\n firstMatching = selectorMatches(element, selectors.pop());\n if (firstMatching && selectors.length) {\n parentMatching = doesSomeParentMatch(element, selectors);\n }\n return firstMatching && parentMatching && (selectors.length === 0);\n }\n\n function doesSomeParentMatch(element, selectors) {\n var selector, parentMatching = true;\n while (element.parentNode && element.parentNode.nodeType === 1 && selectors.length) {\n if (parentMatching) {\n selector = selectors.pop();\n }\n element = element.parentNode;\n parentMatching = selectorMatches(element, selector);\n }\n return selectors.length === 0;\n }\n\n /**\n * @private\n */\n function selectorMatches(element, selector) {\n var nodeName = element.nodeName,\n classNames = element.getAttribute('class'),\n id = element.getAttribute('id'), matcher, i;\n // i check if a selector matches slicing away part from it.\n // if i get empty string i should match\n matcher = new RegExp('^' + nodeName, 'i');\n selector = selector.replace(matcher, '');\n if (id && selector.length) {\n matcher = new RegExp('#' + id + '(?![a-zA-Z\\\\-]+)', 'i');\n selector = selector.replace(matcher, '');\n }\n if (classNames && selector.length) {\n classNames = classNames.split(' ');\n for (i = classNames.length; i--;) {\n matcher = new RegExp('\\\\.' + classNames[i] + '(?![a-zA-Z\\\\-]+)', 'i');\n selector = selector.replace(matcher, '');\n }\n }\n return selector.length === 0;\n }\n\n /**\n * @private\n * to support IE8 missing getElementById on SVGdocument and on node xmlDOM\n */\n function elementById(doc, id) {\n var el;\n doc.getElementById && (el = doc.getElementById(id));\n if (el) {\n return el;\n }\n var node, i, len, nodelist = doc.getElementsByTagName('*');\n for (i = 0, len = nodelist.length; i < len; i++) {\n node = nodelist[i];\n if (id === node.getAttribute('id')) {\n return node;\n }\n }\n }\n\n /**\n * @private\n */\n function parseUseDirectives(doc) {\n var nodelist = _getMultipleNodes(doc, ['use', 'svg:use']), i = 0;\n while (nodelist.length && i < nodelist.length) {\n var el = nodelist[i],\n xlinkAttribute = el.getAttribute('xlink:href') || el.getAttribute('href');\n\n if (xlinkAttribute === null) {\n return;\n }\n\n var xlink = xlinkAttribute.slice(1),\n x = el.getAttribute('x') || 0,\n y = el.getAttribute('y') || 0,\n el2 = elementById(doc, xlink).cloneNode(true),\n currentTrans = (el2.getAttribute('transform') || '') + ' translate(' + x + ', ' + y + ')',\n parentNode,\n oldLength = nodelist.length, attr,\n j,\n attrs,\n len,\n namespace = fabric.svgNS;\n\n applyViewboxTransform(el2);\n if (/^svg$/i.test(el2.nodeName)) {\n var el3 = el2.ownerDocument.createElementNS(namespace, 'g');\n for (j = 0, attrs = el2.attributes, len = attrs.length; j < len; j++) {\n attr = attrs.item(j);\n el3.setAttributeNS(namespace, attr.nodeName, attr.nodeValue);\n }\n // el2.firstChild != null\n while (el2.firstChild) {\n el3.appendChild(el2.firstChild);\n }\n el2 = el3;\n }\n\n for (j = 0, attrs = el.attributes, len = attrs.length; j < len; j++) {\n attr = attrs.item(j);\n if (attr.nodeName === 'x' || attr.nodeName === 'y' ||\n attr.nodeName === 'xlink:href' || attr.nodeName === 'href') {\n continue;\n }\n\n if (attr.nodeName === 'transform') {\n currentTrans = attr.nodeValue + ' ' + currentTrans;\n }\n else {\n el2.setAttribute(attr.nodeName, attr.nodeValue);\n }\n }\n\n el2.setAttribute('transform', currentTrans);\n el2.setAttribute('instantiated_by_use', '1');\n el2.removeAttribute('id');\n parentNode = el.parentNode;\n parentNode.replaceChild(el2, el);\n // some browsers do not shorten nodelist after replaceChild (IE8)\n if (nodelist.length === oldLength) {\n i++;\n }\n }\n }\n\n // http://www.w3.org/TR/SVG/coords.html#ViewBoxAttribute\n // matches, e.g.: +14.56e-12, etc.\n var reViewBoxAttrValue = new RegExp(\n '^' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*' +\n '$'\n );\n\n /**\n * Add a element that envelop all child elements and makes the viewbox transformMatrix descend on all elements\n */\n function applyViewboxTransform(element) {\n if (!fabric.svgViewBoxElementsRegEx.test(element.nodeName)) {\n return {};\n }\n var viewBoxAttr = element.getAttribute('viewBox'),\n scaleX = 1,\n scaleY = 1,\n minX = 0,\n minY = 0,\n viewBoxWidth, viewBoxHeight, matrix, el,\n widthAttr = element.getAttribute('width'),\n heightAttr = element.getAttribute('height'),\n x = element.getAttribute('x') || 0,\n y = element.getAttribute('y') || 0,\n preserveAspectRatio = element.getAttribute('preserveAspectRatio') || '',\n missingViewBox = (!viewBoxAttr || !(viewBoxAttr = viewBoxAttr.match(reViewBoxAttrValue))),\n missingDimAttr = (!widthAttr || !heightAttr || widthAttr === '100%' || heightAttr === '100%'),\n toBeParsed = missingViewBox && missingDimAttr,\n parsedDim = { }, translateMatrix = '', widthDiff = 0, heightDiff = 0;\n\n parsedDim.width = 0;\n parsedDim.height = 0;\n parsedDim.toBeParsed = toBeParsed;\n\n if (missingViewBox) {\n if (((x || y) && element.parentNode && element.parentNode.nodeName !== '#document')) {\n translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';\n matrix = (element.getAttribute('transform') || '') + translateMatrix;\n element.setAttribute('transform', matrix);\n element.removeAttribute('x');\n element.removeAttribute('y');\n }\n }\n\n if (toBeParsed) {\n return parsedDim;\n }\n\n if (missingViewBox) {\n parsedDim.width = parseUnit(widthAttr);\n parsedDim.height = parseUnit(heightAttr);\n // set a transform for elements that have x y and are inner(only) SVGs\n return parsedDim;\n }\n minX = -parseFloat(viewBoxAttr[1]);\n minY = -parseFloat(viewBoxAttr[2]);\n viewBoxWidth = parseFloat(viewBoxAttr[3]);\n viewBoxHeight = parseFloat(viewBoxAttr[4]);\n parsedDim.minX = minX;\n parsedDim.minY = minY;\n parsedDim.viewBoxWidth = viewBoxWidth;\n parsedDim.viewBoxHeight = viewBoxHeight;\n if (!missingDimAttr) {\n parsedDim.width = parseUnit(widthAttr);\n parsedDim.height = parseUnit(heightAttr);\n scaleX = parsedDim.width / viewBoxWidth;\n scaleY = parsedDim.height / viewBoxHeight;\n }\n else {\n parsedDim.width = viewBoxWidth;\n parsedDim.height = viewBoxHeight;\n }\n\n // default is to preserve aspect ratio\n preserveAspectRatio = fabric.util.parsePreserveAspectRatioAttribute(preserveAspectRatio);\n if (preserveAspectRatio.alignX !== 'none') {\n //translate all container for the effect of Mid, Min, Max\n if (preserveAspectRatio.meetOrSlice === 'meet') {\n scaleY = scaleX = (scaleX > scaleY ? scaleY : scaleX);\n // calculate additional translation to move the viewbox\n }\n if (preserveAspectRatio.meetOrSlice === 'slice') {\n scaleY = scaleX = (scaleX > scaleY ? scaleX : scaleY);\n // calculate additional translation to move the viewbox\n }\n widthDiff = parsedDim.width - viewBoxWidth * scaleX;\n heightDiff = parsedDim.height - viewBoxHeight * scaleX;\n if (preserveAspectRatio.alignX === 'Mid') {\n widthDiff /= 2;\n }\n if (preserveAspectRatio.alignY === 'Mid') {\n heightDiff /= 2;\n }\n if (preserveAspectRatio.alignX === 'Min') {\n widthDiff = 0;\n }\n if (preserveAspectRatio.alignY === 'Min') {\n heightDiff = 0;\n }\n }\n\n if (scaleX === 1 && scaleY === 1 && minX === 0 && minY === 0 && x === 0 && y === 0) {\n return parsedDim;\n }\n if ((x || y) && element.parentNode.nodeName !== '#document') {\n translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';\n }\n\n matrix = translateMatrix + ' matrix(' + scaleX +\n ' 0' +\n ' 0 ' +\n scaleY + ' ' +\n (minX * scaleX + widthDiff) + ' ' +\n (minY * scaleY + heightDiff) + ') ';\n // seems unused.\n // parsedDim.viewboxTransform = fabric.parseTransformAttribute(matrix);\n if (element.nodeName === 'svg') {\n el = element.ownerDocument.createElementNS(fabric.svgNS, 'g');\n // element.firstChild != null\n while (element.firstChild) {\n el.appendChild(element.firstChild);\n }\n element.appendChild(el);\n }\n else {\n el = element;\n el.removeAttribute('x');\n el.removeAttribute('y');\n matrix = el.getAttribute('transform') + matrix;\n }\n el.setAttribute('transform', matrix);\n return parsedDim;\n }\n\n function hasAncestorWithNodeName(element, nodeName) {\n while (element && (element = element.parentNode)) {\n if (element.nodeName && nodeName.test(element.nodeName.replace('svg:', ''))\n && !element.getAttribute('instantiated_by_use')) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Parses an SVG document, converts it to an array of corresponding fabric.* instances and passes them to a callback\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @param {Function} callback Callback to call when parsing is finished;\n * It's being passed an array of elements (parsed from a document).\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [parsingOptions] options for parsing document\n * @param {String} [parsingOptions.crossOrigin] crossOrigin settings\n */\n fabric.parseSVGDocument = function(doc, callback, reviver, parsingOptions) {\n if (!doc) {\n return;\n }\n\n parseUseDirectives(doc);\n\n var svgUid = fabric.Object.__uid++, i, len,\n options = applyViewboxTransform(doc),\n descendants = fabric.util.toArray(doc.getElementsByTagName('*'));\n options.crossOrigin = parsingOptions && parsingOptions.crossOrigin;\n options.svgUid = svgUid;\n\n if (descendants.length === 0 && fabric.isLikelyNode) {\n // we're likely in node, where \"o3-xml\" library fails to gEBTN(\"*\")\n // https://github.com/ajaxorg/node-o3-xml/issues/21\n descendants = doc.selectNodes('//*[name(.)!=\"svg\"]');\n var arr = [];\n for (i = 0, len = descendants.length; i < len; i++) {\n arr[i] = descendants[i];\n }\n descendants = arr;\n }\n\n var elements = descendants.filter(function(el) {\n applyViewboxTransform(el);\n return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', '')) &&\n !hasAncestorWithNodeName(el, fabric.svgInvalidAncestorsRegEx); // http://www.w3.org/TR/SVG/struct.html#DefsElement\n });\n if (!elements || (elements && !elements.length)) {\n callback && callback([], {});\n return;\n }\n var clipPaths = { };\n descendants.filter(function(el) {\n return el.nodeName.replace('svg:', '') === 'clipPath';\n }).forEach(function(el) {\n var id = el.getAttribute('id');\n clipPaths[id] = fabric.util.toArray(el.getElementsByTagName('*')).filter(function(el) {\n return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', ''));\n });\n });\n fabric.gradientDefs[svgUid] = fabric.getGradientDefs(doc);\n fabric.cssRules[svgUid] = fabric.getCSSRules(doc);\n fabric.clipPaths[svgUid] = clipPaths;\n // Precedence of rules: style > class > attribute\n fabric.parseElements(elements, function(instances, elements) {\n if (callback) {\n callback(instances, options, elements, descendants);\n delete fabric.gradientDefs[svgUid];\n delete fabric.cssRules[svgUid];\n delete fabric.clipPaths[svgUid];\n }\n }, clone(options), reviver, parsingOptions);\n };\n\n function recursivelyParseGradientsXlink(doc, gradient) {\n var gradientsAttrs = ['gradientTransform', 'x1', 'x2', 'y1', 'y2', 'gradientUnits', 'cx', 'cy', 'r', 'fx', 'fy'],\n xlinkAttr = 'xlink:href',\n xLink = gradient.getAttribute(xlinkAttr).slice(1),\n referencedGradient = elementById(doc, xLink);\n if (referencedGradient && referencedGradient.getAttribute(xlinkAttr)) {\n recursivelyParseGradientsXlink(doc, referencedGradient);\n }\n gradientsAttrs.forEach(function(attr) {\n if (referencedGradient && !gradient.hasAttribute(attr) && referencedGradient.hasAttribute(attr)) {\n gradient.setAttribute(attr, referencedGradient.getAttribute(attr));\n }\n });\n if (!gradient.children.length) {\n var referenceClone = referencedGradient.cloneNode(true);\n while (referenceClone.firstChild) {\n gradient.appendChild(referenceClone.firstChild);\n }\n }\n gradient.removeAttribute(xlinkAttr);\n }\n\n var reFontDeclaration = new RegExp(\n '(normal|italic)?\\\\s*(normal|small-caps)?\\\\s*' +\n '(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900)?\\\\s*(' +\n fabric.reNum +\n '(?:px|cm|mm|em|pt|pc|in)*)(?:\\\\/(normal|' + fabric.reNum + '))?\\\\s+(.*)');\n\n extend(fabric, {\n /**\n * Parses a short font declaration, building adding its properties to a style object\n * @static\n * @function\n * @memberOf fabric\n * @param {String} value font declaration\n * @param {Object} oStyle definition\n */\n parseFontDeclaration: function(value, oStyle) {\n var match = value.match(reFontDeclaration);\n\n if (!match) {\n return;\n }\n var fontStyle = match[1],\n // font variant is not used\n // fontVariant = match[2],\n fontWeight = match[3],\n fontSize = match[4],\n lineHeight = match[5],\n fontFamily = match[6];\n\n if (fontStyle) {\n oStyle.fontStyle = fontStyle;\n }\n if (fontWeight) {\n oStyle.fontWeight = isNaN(parseFloat(fontWeight)) ? fontWeight : parseFloat(fontWeight);\n }\n if (fontSize) {\n oStyle.fontSize = parseUnit(fontSize);\n }\n if (fontFamily) {\n oStyle.fontFamily = fontFamily;\n }\n if (lineHeight) {\n oStyle.lineHeight = lineHeight === 'normal' ? 1 : lineHeight;\n }\n },\n\n /**\n * Parses an SVG document, returning all of the gradient declarations found in it\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @return {Object} Gradient definitions; key corresponds to element id, value -- to gradient definition element\n */\n getGradientDefs: function(doc) {\n var tagArray = [\n 'linearGradient',\n 'radialGradient',\n 'svg:linearGradient',\n 'svg:radialGradient'],\n elList = _getMultipleNodes(doc, tagArray),\n el, j = 0, gradientDefs = { };\n j = elList.length;\n while (j--) {\n el = elList[j];\n if (el.getAttribute('xlink:href')) {\n recursivelyParseGradientsXlink(doc, el);\n }\n gradientDefs[el.getAttribute('id')] = el;\n }\n return gradientDefs;\n },\n\n /**\n * Returns an object of attributes' name/value, given element and an array of attribute names;\n * Parses parent \"g\" nodes recursively upwards.\n * @static\n * @memberOf fabric\n * @param {DOMElement} element Element to parse\n * @param {Array} attributes Array of attributes to parse\n * @return {Object} object containing parsed attributes' names/values\n */\n parseAttributes: function(element, attributes, svgUid) {\n\n if (!element) {\n return;\n }\n\n var value,\n parentAttributes = { },\n fontSize, parentFontSize;\n\n if (typeof svgUid === 'undefined') {\n svgUid = element.getAttribute('svgUid');\n }\n // if there's a parent container (`g` or `a` or `symbol` node), parse its attributes recursively upwards\n if (element.parentNode && fabric.svgValidParentsRegEx.test(element.parentNode.nodeName)) {\n parentAttributes = fabric.parseAttributes(element.parentNode, attributes, svgUid);\n }\n\n var ownAttributes = attributes.reduce(function(memo, attr) {\n value = element.getAttribute(attr);\n if (value) { // eslint-disable-line\n memo[attr] = value;\n }\n return memo;\n }, { });\n // add values parsed from style, which take precedence over attributes\n // (see: http://www.w3.org/TR/SVG/styling.html#UsingPresentationAttributes)\n var cssAttrs = extend(\n getGlobalStylesForElement(element, svgUid),\n fabric.parseStyleAttribute(element)\n );\n ownAttributes = extend(\n ownAttributes,\n cssAttrs\n );\n if (cssAttrs[cPath]) {\n element.setAttribute(cPath, cssAttrs[cPath]);\n }\n fontSize = parentFontSize = parentAttributes.fontSize || fabric.Text.DEFAULT_SVG_FONT_SIZE;\n if (ownAttributes[fSize]) {\n // looks like the minimum should be 9px when dealing with ems. this is what looks like in browsers.\n ownAttributes[fSize] = fontSize = parseUnit(ownAttributes[fSize], parentFontSize);\n }\n\n var normalizedAttr, normalizedValue, normalizedStyle = {};\n for (var attr in ownAttributes) {\n normalizedAttr = normalizeAttr(attr);\n normalizedValue = normalizeValue(normalizedAttr, ownAttributes[attr], parentAttributes, fontSize);\n normalizedStyle[normalizedAttr] = normalizedValue;\n }\n if (normalizedStyle && normalizedStyle.font) {\n fabric.parseFontDeclaration(normalizedStyle.font, normalizedStyle);\n }\n var mergedAttrs = extend(parentAttributes, normalizedStyle);\n return fabric.svgValidParentsRegEx.test(element.nodeName) ? mergedAttrs : _setStrokeFillOpacity(mergedAttrs);\n },\n\n /**\n * Transforms an array of svg elements to corresponding fabric.* instances\n * @static\n * @memberOf fabric\n * @param {Array} elements Array of elements to parse\n * @param {Function} callback Being passed an array of fabric instances (transformed from SVG elements)\n * @param {Object} [options] Options object\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n */\n parseElements: function(elements, callback, options, reviver, parsingOptions) {\n new fabric.ElementsParser(elements, callback, options, reviver, parsingOptions).parse();\n },\n\n /**\n * Parses \"style\" attribute, retuning an object with values\n * @static\n * @memberOf fabric\n * @param {SVGElement} element Element to parse\n * @return {Object} Objects with values parsed from style attribute of an element\n */\n parseStyleAttribute: function(element) {\n var oStyle = { },\n style = element.getAttribute('style');\n\n if (!style) {\n return oStyle;\n }\n\n if (typeof style === 'string') {\n parseStyleString(style, oStyle);\n }\n else {\n parseStyleObject(style, oStyle);\n }\n\n return oStyle;\n },\n\n /**\n * Parses \"points\" attribute, returning an array of values\n * @static\n * @memberOf fabric\n * @param {String} points points attribute string\n * @return {Array} array of points\n */\n parsePointsAttribute: function(points) {\n\n // points attribute is required and must not be empty\n if (!points) {\n return null;\n }\n\n // replace commas with whitespace and remove bookending whitespace\n points = points.replace(/,/g, ' ').trim();\n\n points = points.split(/\\s+/);\n var parsedPoints = [], i, len;\n\n for (i = 0, len = points.length; i < len; i += 2) {\n parsedPoints.push({\n x: parseFloat(points[i]),\n y: parseFloat(points[i + 1])\n });\n }\n\n // odd number of points is an error\n // if (parsedPoints.length % 2 !== 0) {\n // return null;\n // }\n\n return parsedPoints;\n },\n\n /**\n * Returns CSS rules for a given SVG document\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @return {Object} CSS rules of this document\n */\n getCSSRules: function(doc) {\n var styles = doc.getElementsByTagName('style'), i, len,\n allRules = { }, rules;\n\n // very crude parsing of style contents\n for (i = 0, len = styles.length; i < len; i++) {\n var styleContents = styles[i].textContent;\n\n // remove comments\n styleContents = styleContents.replace(/\\/\\*[\\s\\S]*?\\*\\//g, '');\n if (styleContents.trim() === '') {\n continue;\n }\n // recovers all the rule in this form `body { style code... }`\n // rules = styleContents.match(/[^{]*\\{[\\s\\S]*?\\}/g);\n rules = styleContents.split('}');\n // remove empty rules.\n rules = rules.filter(function(rule) { return rule.trim(); });\n // at this point we have hopefully an array of rules `body { style code... `\n // eslint-disable-next-line no-loop-func\n rules.forEach(function(rule) {\n\n var match = rule.split('{'),\n ruleObj = { }, declaration = match[1].trim(),\n propertyValuePairs = declaration.split(';').filter(function(pair) { return pair.trim(); });\n\n for (i = 0, len = propertyValuePairs.length; i < len; i++) {\n var pair = propertyValuePairs[i].split(':'),\n property = pair[0].trim(),\n value = pair[1].trim();\n ruleObj[property] = value;\n }\n rule = match[0].trim();\n rule.split(',').forEach(function(_rule) {\n _rule = _rule.replace(/^svg/i, '').trim();\n if (_rule === '') {\n return;\n }\n if (allRules[_rule]) {\n fabric.util.object.extend(allRules[_rule], ruleObj);\n }\n else {\n allRules[_rule] = fabric.util.object.clone(ruleObj);\n }\n });\n });\n }\n return allRules;\n },\n\n /**\n * Takes url corresponding to an SVG document, and parses it into a set of fabric objects.\n * Note that SVG is fetched via XMLHttpRequest, so it needs to conform to SOP (Same Origin Policy)\n * @memberOf fabric\n * @param {String} url\n * @param {Function} callback\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [options] Object containing options for parsing\n * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources\n */\n loadSVGFromURL: function(url, callback, reviver, options) {\n\n url = url.replace(/^\\n\\s*/, '').trim();\n new fabric.util.request(url, {\n method: 'get',\n onComplete: onComplete\n });\n\n function onComplete(r) {\n\n var xml = r.responseXML;\n if (!xml || !xml.documentElement) {\n callback && callback(null);\n return false;\n }\n\n fabric.parseSVGDocument(xml.documentElement, function (results, _options, elements, allElements) {\n callback && callback(results, _options, elements, allElements);\n }, reviver, options);\n }\n },\n\n /**\n * Takes string corresponding to an SVG document, and parses it into a set of fabric objects\n * @memberOf fabric\n * @param {String} string\n * @param {Function} callback\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [options] Object containing options for parsing\n * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources\n */\n loadSVGFromString: function(string, callback, reviver, options) {\n var parser = new fabric.window.DOMParser(),\n doc = parser.parseFromString(string.trim(), 'text/xml');\n fabric.parseSVGDocument(doc.documentElement, function (results, _options, elements, allElements) {\n callback(results, _options, elements, allElements);\n }, reviver, options);\n }\n });\n\n})( true ? exports : 0);\n\n\nfabric.ElementsParser = function(elements, callback, options, reviver, parsingOptions, doc) {\n this.elements = elements;\n this.callback = callback;\n this.options = options;\n this.reviver = reviver;\n this.svgUid = (options && options.svgUid) || 0;\n this.parsingOptions = parsingOptions;\n this.regexUrl = /^url\\(['\"]?#([^'\"]+)['\"]?\\)/g;\n this.doc = doc;\n};\n\n(function(proto) {\n proto.parse = function() {\n this.instances = new Array(this.elements.length);\n this.numElements = this.elements.length;\n this.createObjects();\n };\n\n proto.createObjects = function() {\n var _this = this;\n this.elements.forEach(function(element, i) {\n element.setAttribute('svgUid', _this.svgUid);\n _this.createObject(element, i);\n });\n };\n\n proto.findTag = function(el) {\n return fabric[fabric.util.string.capitalize(el.tagName.replace('svg:', ''))];\n };\n\n proto.createObject = function(el, index) {\n var klass = this.findTag(el);\n if (klass && klass.fromElement) {\n try {\n klass.fromElement(el, this.createCallback(index, el), this.options);\n }\n catch (err) {\n fabric.log(err);\n }\n }\n else {\n this.checkIfDone();\n }\n };\n\n proto.createCallback = function(index, el) {\n var _this = this;\n return function(obj) {\n var _options;\n _this.resolveGradient(obj, el, 'fill');\n _this.resolveGradient(obj, el, 'stroke');\n if (obj instanceof fabric.Image && obj._originalElement) {\n _options = obj.parsePreserveAspectRatioAttribute(el);\n }\n obj._removeTransformMatrix(_options);\n _this.resolveClipPath(obj, el);\n _this.reviver && _this.reviver(el, obj);\n _this.instances[index] = obj;\n _this.checkIfDone();\n };\n };\n\n proto.extractPropertyDefinition = function(obj, property, storage) {\n var value = obj[property], regex = this.regexUrl;\n if (!regex.test(value)) {\n return;\n }\n regex.lastIndex = 0;\n var id = regex.exec(value)[1];\n regex.lastIndex = 0;\n return fabric[storage][this.svgUid][id];\n };\n\n proto.resolveGradient = function(obj, el, property) {\n var gradientDef = this.extractPropertyDefinition(obj, property, 'gradientDefs');\n if (gradientDef) {\n var opacityAttr = el.getAttribute(property + '-opacity');\n var gradient = fabric.Gradient.fromElement(gradientDef, obj, opacityAttr, this.options);\n obj.set(property, gradient);\n }\n };\n\n proto.createClipPathCallback = function(obj, container) {\n return function(_newObj) {\n _newObj._removeTransformMatrix();\n _newObj.fillRule = _newObj.clipRule;\n container.push(_newObj);\n };\n };\n\n proto.resolveClipPath = function(obj, usingElement) {\n var clipPath = this.extractPropertyDefinition(obj, 'clipPath', 'clipPaths'),\n element, klass, objTransformInv, container, gTransform, options;\n if (clipPath) {\n container = [];\n objTransformInv = fabric.util.invertTransform(obj.calcTransformMatrix());\n // move the clipPath tag as sibling to the real element that is using it\n var clipPathTag = clipPath[0].parentNode;\n var clipPathOwner = usingElement;\n while (clipPathOwner.parentNode && clipPathOwner.getAttribute('clip-path') !== obj.clipPath) {\n clipPathOwner = clipPathOwner.parentNode;\n }\n clipPathOwner.parentNode.appendChild(clipPathTag);\n for (var i = 0; i < clipPath.length; i++) {\n element = clipPath[i];\n klass = this.findTag(element);\n klass.fromElement(\n element,\n this.createClipPathCallback(obj, container),\n this.options\n );\n }\n if (container.length === 1) {\n clipPath = container[0];\n }\n else {\n clipPath = new fabric.Group(container);\n }\n gTransform = fabric.util.multiplyTransformMatrices(\n objTransformInv,\n clipPath.calcTransformMatrix()\n );\n if (clipPath.clipPath) {\n this.resolveClipPath(clipPath, clipPathOwner);\n }\n var options = fabric.util.qrDecompose(gTransform);\n clipPath.flipX = false;\n clipPath.flipY = false;\n clipPath.set('scaleX', options.scaleX);\n clipPath.set('scaleY', options.scaleY);\n clipPath.angle = options.angle;\n clipPath.skewX = options.skewX;\n clipPath.skewY = 0;\n clipPath.setPositionByOrigin({ x: options.translateX, y: options.translateY }, 'center', 'center');\n obj.clipPath = clipPath;\n }\n else {\n // if clip-path does not resolve to any element, delete the property.\n delete obj.clipPath;\n }\n };\n\n proto.checkIfDone = function() {\n if (--this.numElements === 0) {\n this.instances = this.instances.filter(function(el) {\n // eslint-disable-next-line no-eq-null, eqeqeq\n return el != null;\n });\n this.callback(this.instances, this.elements);\n }\n };\n})(fabric.ElementsParser.prototype);\n\n\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Point) {\n fabric.warn('fabric.Point is already defined');\n return;\n }\n\n fabric.Point = Point;\n\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */\n function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n\n Point.prototype = /** @lends fabric.Point.prototype */ {\n\n type: 'point',\n\n constructor: Point,\n\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */\n add: function (that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n addEquals: function (that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */\n scalarAdd: function (scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarAddEquals: function (scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */\n subtract: function (that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n subtractEquals: function (that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n scalarSubtract: function (scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarSubtractEquals: function (scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n multiply: function (scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n multiplyEquals: function (scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n divide: function (scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n divideEquals: function (scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n eq: function (that) {\n return (this.x === that.x && this.y === that.y);\n },\n\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lt: function (that) {\n return (this.x < that.x && this.y < that.y);\n },\n\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lte: function (that) {\n return (this.x <= that.x && this.y <= that.y);\n },\n\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gt: function (that) {\n return (this.x > that.x && this.y > that.y);\n },\n\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gte: function (that) {\n return (this.x >= that.x && this.y >= that.y);\n },\n\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */\n lerp: function (that, t) {\n if (typeof t === 'undefined') {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */\n distanceFrom: function (that) {\n var dx = this.x - that.x,\n dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n midPointFrom: function (that) {\n return this.lerp(that);\n },\n\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n min: function (that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n max: function (that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n\n /**\n * Returns string representation of this point\n * @return {String}\n */\n toString: function () {\n return this.x + ',' + this.y;\n },\n\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */\n setXY: function (x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */\n setX: function (x) {\n this.x = x;\n return this;\n },\n\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */\n setY: function (y) {\n this.y = y;\n return this;\n },\n\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */\n setFromPoint: function (that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */\n swap: function (that) {\n var x = this.x,\n y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */\n clone: function () {\n return new Point(this.x, this.y);\n }\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Intersection) {\n fabric.warn('fabric.Intersection is already defined');\n return;\n }\n\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */\n function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n\n fabric.Intersection = Intersection;\n\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n\n constructor: Intersection,\n\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoint: function (point) {\n this.points.push(point);\n return this;\n },\n\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoints: function (points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {\n var result,\n uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x),\n ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x),\n uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB,\n ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection('Intersection');\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n }\n else {\n result = new Intersection();\n }\n }\n else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection('Coincident');\n }\n else {\n result = new Intersection('Parallel');\n }\n }\n return result;\n };\n\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(),\n length = points.length,\n b1, b2, inter, i;\n\n for (i = 0; i < length; i++) {\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {\n var result = new Intersection(),\n length = points1.length, i;\n\n for (i = 0; i < length; i++) {\n var a1 = points1[i],\n a2 = points1[(i + 1) % length],\n inter = Intersection.intersectLinePolygon(a1, a2, points2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {\n var min = r1.min(r2),\n max = r1.max(r2),\n topRight = new fabric.Point(max.x, min.y),\n bottomLeft = new fabric.Point(min.x, max.y),\n inter1 = Intersection.intersectLinePolygon(min, topRight, points),\n inter2 = Intersection.intersectLinePolygon(topRight, max, points),\n inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points),\n inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points),\n result = new Intersection();\n\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Color) {\n fabric.warn('fabric.Color is already defined.');\n return;\n }\n\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */\n function Color(color) {\n if (!color) {\n this.setSource([0, 0, 0, 1]);\n }\n else {\n this._tryParsingColor(color);\n }\n }\n\n fabric.Color = Color;\n\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */\n _tryParsingColor: function(color) {\n var source;\n\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n\n if (color === 'transparent') {\n source = [255, 255, 255, 0];\n }\n\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [0, 0, 0, 1];\n }\n if (source) {\n this.setSource(source);\n }\n },\n\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */\n _rgbToHsl: function(r, g, b) {\n r /= 255; g /= 255; b /= 255;\n\n var h, s, l,\n max = fabric.util.array.max([r, g, b]),\n min = fabric.util.array.min([r, g, b]);\n\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch (max) {\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */\n getSource: function() {\n return this._source;\n },\n\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */\n setSource: function(source) {\n this._source = source;\n },\n\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */\n toRgb: function() {\n var source = this.getSource();\n return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';\n },\n\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */\n toRgba: function() {\n var source = this.getSource();\n return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */\n toHsl: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';\n },\n\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */\n toHsla: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */\n toHex: function() {\n var source = this.getSource(), r, g, b;\n\n r = source[0].toString(16);\n r = (r.length === 1) ? ('0' + r) : r;\n\n g = source[1].toString(16);\n g = (g.length === 1) ? ('0' + g) : g;\n\n b = source[2].toString(16);\n b = (b.length === 1) ? ('0' + b) : b;\n\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */\n toHexa: function() {\n var source = this.getSource(), a;\n\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = (a.length === 1) ? ('0' + a) : a;\n\n return this.toHex() + a.toUpperCase();\n },\n\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */\n getAlpha: function() {\n return this.getSource()[3];\n },\n\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */\n setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */\n toGrayscale: function() {\n var source = this.getSource(),\n average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),\n currentAlpha = source[3];\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */\n toBlackWhite: function(threshold) {\n var source = this.getSource(),\n average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),\n currentAlpha = source[3];\n\n threshold = threshold || 127;\n\n average = (Number(average) < Number(threshold)) ? 0 : 255;\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */\n overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n\n var result = [],\n alpha = this.getAlpha(),\n otherAlpha = 0.5,\n source = this.getSource(),\n otherSource = otherColor.getSource(), i;\n\n for (i = 0; i < 3; i++) {\n result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));\n }\n\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */\n fabric.Color.colorNameMap = {\n aliceblue: '#F0F8FF',\n antiquewhite: '#FAEBD7',\n aqua: '#00FFFF',\n aquamarine: '#7FFFD4',\n azure: '#F0FFFF',\n beige: '#F5F5DC',\n bisque: '#FFE4C4',\n black: '#000000',\n blanchedalmond: '#FFEBCD',\n blue: '#0000FF',\n blueviolet: '#8A2BE2',\n brown: '#A52A2A',\n burlywood: '#DEB887',\n cadetblue: '#5F9EA0',\n chartreuse: '#7FFF00',\n chocolate: '#D2691E',\n coral: '#FF7F50',\n cornflowerblue: '#6495ED',\n cornsilk: '#FFF8DC',\n crimson: '#DC143C',\n cyan: '#00FFFF',\n darkblue: '#00008B',\n darkcyan: '#008B8B',\n darkgoldenrod: '#B8860B',\n darkgray: '#A9A9A9',\n darkgrey: '#A9A9A9',\n darkgreen: '#006400',\n darkkhaki: '#BDB76B',\n darkmagenta: '#8B008B',\n darkolivegreen: '#556B2F',\n darkorange: '#FF8C00',\n darkorchid: '#9932CC',\n darkred: '#8B0000',\n darksalmon: '#E9967A',\n darkseagreen: '#8FBC8F',\n darkslateblue: '#483D8B',\n darkslategray: '#2F4F4F',\n darkslategrey: '#2F4F4F',\n darkturquoise: '#00CED1',\n darkviolet: '#9400D3',\n deeppink: '#FF1493',\n deepskyblue: '#00BFFF',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1E90FF',\n firebrick: '#B22222',\n floralwhite: '#FFFAF0',\n forestgreen: '#228B22',\n fuchsia: '#FF00FF',\n gainsboro: '#DCDCDC',\n ghostwhite: '#F8F8FF',\n gold: '#FFD700',\n goldenrod: '#DAA520',\n gray: '#808080',\n grey: '#808080',\n green: '#008000',\n greenyellow: '#ADFF2F',\n honeydew: '#F0FFF0',\n hotpink: '#FF69B4',\n indianred: '#CD5C5C',\n indigo: '#4B0082',\n ivory: '#FFFFF0',\n khaki: '#F0E68C',\n lavender: '#E6E6FA',\n lavenderblush: '#FFF0F5',\n lawngreen: '#7CFC00',\n lemonchiffon: '#FFFACD',\n lightblue: '#ADD8E6',\n lightcoral: '#F08080',\n lightcyan: '#E0FFFF',\n lightgoldenrodyellow: '#FAFAD2',\n lightgray: '#D3D3D3',\n lightgrey: '#D3D3D3',\n lightgreen: '#90EE90',\n lightpink: '#FFB6C1',\n lightsalmon: '#FFA07A',\n lightseagreen: '#20B2AA',\n lightskyblue: '#87CEFA',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#B0C4DE',\n lightyellow: '#FFFFE0',\n lime: '#00FF00',\n limegreen: '#32CD32',\n linen: '#FAF0E6',\n magenta: '#FF00FF',\n maroon: '#800000',\n mediumaquamarine: '#66CDAA',\n mediumblue: '#0000CD',\n mediumorchid: '#BA55D3',\n mediumpurple: '#9370DB',\n mediumseagreen: '#3CB371',\n mediumslateblue: '#7B68EE',\n mediumspringgreen: '#00FA9A',\n mediumturquoise: '#48D1CC',\n mediumvioletred: '#C71585',\n midnightblue: '#191970',\n mintcream: '#F5FFFA',\n mistyrose: '#FFE4E1',\n moccasin: '#FFE4B5',\n navajowhite: '#FFDEAD',\n navy: '#000080',\n oldlace: '#FDF5E6',\n olive: '#808000',\n olivedrab: '#6B8E23',\n orange: '#FFA500',\n orangered: '#FF4500',\n orchid: '#DA70D6',\n palegoldenrod: '#EEE8AA',\n palegreen: '#98FB98',\n paleturquoise: '#AFEEEE',\n palevioletred: '#DB7093',\n papayawhip: '#FFEFD5',\n peachpuff: '#FFDAB9',\n peru: '#CD853F',\n pink: '#FFC0CB',\n plum: '#DDA0DD',\n powderblue: '#B0E0E6',\n purple: '#800080',\n rebeccapurple: '#663399',\n red: '#FF0000',\n rosybrown: '#BC8F8F',\n royalblue: '#4169E1',\n saddlebrown: '#8B4513',\n salmon: '#FA8072',\n sandybrown: '#F4A460',\n seagreen: '#2E8B57',\n seashell: '#FFF5EE',\n sienna: '#A0522D',\n silver: '#C0C0C0',\n skyblue: '#87CEEB',\n slateblue: '#6A5ACD',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#FFFAFA',\n springgreen: '#00FF7F',\n steelblue: '#4682B4',\n tan: '#D2B48C',\n teal: '#008080',\n thistle: '#D8BFD8',\n tomato: '#FF6347',\n turquoise: '#40E0D0',\n violet: '#EE82EE',\n wheat: '#F5DEB3',\n white: '#FFFFFF',\n whitesmoke: '#F5F5F5',\n yellow: '#FFFF00',\n yellowgreen: '#9ACD32'\n };\n\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */\n function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */\n fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */\n fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1),\n g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1),\n b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromRgba = Color.fromRgb;\n\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */\n fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n\n var h = (((parseFloat(match[1]) % 360) + 360) % 360) / 360,\n s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1),\n l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1),\n r, g, b;\n\n if (s === 0) {\n r = g = b = l;\n }\n else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,\n p = l * 2 - q;\n\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsla = Color.fromHsl;\n\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */\n fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */\n fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf('#') + 1),\n isShortNotation = (value.length === 3 || value.length === 4),\n isRGBa = (value.length === 8 || value.length === 4),\n r = isShortNotation ? (value.charAt(0) + value.charAt(0)) : value.substring(0, 2),\n g = isShortNotation ? (value.charAt(1) + value.charAt(1)) : value.substring(2, 4),\n b = isShortNotation ? (value.charAt(2) + value.charAt(2)) : value.substring(4, 6),\n a = isRGBa ? (isShortNotation ? (value.charAt(3) + value.charAt(3)) : value.substring(6, 8)) : 'FF';\n\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */\n fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n scaleMap = ['e', 'se', 's', 'sw', 'w', 'nw', 'n', 'ne', 'e'],\n skewMap = ['ns', 'nesw', 'ew', 'nwse'],\n controls = {},\n LEFT = 'left', TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', CENTER = 'center',\n opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER,\n }, radiansToDegrees = fabric.util.radiansToDegrees,\n sign = (Math.sign || function(x) { return ((x > 0) - (x < 0)) || +x; });\n\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */\n function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round((cornerAngle % 360) / 45);\n }\n\n function fireEvent(eventName, options) {\n var target = options.transform.target,\n canvas = target.canvas,\n canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire('object:' + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */\n function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey,\n uniformIsToggled = eventData[uniScaleKey];\n return (canvas.uniformScaling && !uniformIsToggled) ||\n (!canvas.uniformScaling && uniformIsToggled);\n }\n\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */\n function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */\n function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === 'x') {\n return true;\n }\n if (lockY && by === 'y') {\n return true;\n }\n return false;\n }\n\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed',\n scaleProportionally = scaleIsProportional(eventData, fabricObject),\n by = '';\n if (control.x !== 0 && control.y === 0) {\n by = 'x';\n }\n else if (control.x === 0 && control.y !== 0) {\n by = 'y';\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + '-resize';\n }\n\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed';\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + '-resize';\n }\n\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */\n function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewX' : 'scaleY';\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewY' : 'scaleX';\n }\n }\n\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return 'not-allowed';\n }\n return control.cursorStyle;\n }\n\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y,\n }\n };\n }\n\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(),\n constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY),\n actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */\n function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target,\n control = target.controls[transform.corner],\n zoom = target.canvas.getZoom(),\n padding = target.padding / zoom,\n localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */\n function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */\n function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n\n /**\n * Action handler for skewing on the X axis\n * @private\n */\n function skewObjectX(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x,\n currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleX), (dimNoSkew.y / target.scaleY))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set('skewX', newSkew);\n compensateScaleForSkew(target, 'skewY', 'scaleY', 'y', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Action handler for skewing on the Y axis\n * @private\n */\n function skewObjectY(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y,\n currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleY), (dimNoSkew.x / target.scaleX))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set('skewY', newSkew);\n compensateScaleForSkew(target, 'skewX', 'scaleX', 'x', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n }\n else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n }\n else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n }\n else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n }\n else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */\n function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform,\n target = t.target,\n pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n\n if (target.lockRotation) {\n return false;\n }\n\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x),\n curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x),\n angle = radiansToDegrees(curAngle - lastAngle + t.theta),\n hasRotated = true;\n\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle,\n snapThreshold = target.snapThreshold || snapAngle,\n rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,\n leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n }\n else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */\n function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target,\n lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY,\n by = options.by, newPoint, scaleX, scaleY, dim,\n scaleProportionally = scaleIsProportional(eventData, target),\n forbidScaling = scalingIsForbidden(target, by, scaleProportionally),\n signX, signY, gestureScale = transform.gestureScale;\n\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n }\n else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== 'y' ? sign(newPoint.x) : 1;\n signY = by !== 'x' ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n\n if (target.lockScalingFlip &&\n (transform.signX !== signX || transform.signY !== signY)\n ) {\n return false;\n }\n\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y),\n original = transform.original,\n originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) +\n Math.abs(dim.y * original.scaleY / target.scaleY),\n scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n }\n else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== 'y') {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== 'x') {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set('scaleX', scaleX);\n !lockScalingY && target.set('scaleY', scaleY);\n }\n else {\n // forbidden cases already handled on top here.\n by === 'x' && target.set('scaleX', scaleX);\n by === 'y' && target.set('scaleY', scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'x' });\n }\n\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'y' });\n }\n\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1),\n multiplier = isTransformCentered(transform) ? 2 : 1,\n oldWidth = target.width,\n newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set('width', Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */\n function dragHandler(eventData, transform, x, y) {\n var target = transform.target,\n newLeft = x - transform.offsetX,\n newTop = y - transform.offsetY,\n moveX = !target.get('lockMovementX') && target.left !== newLeft,\n moveY = !target.get('lockMovementY') && target.top !== newTop;\n moveX && target.set('left', newLeft);\n moveY && target.set('top', newTop);\n if (moveX || moveY) {\n fireEvent('moving', commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent('rotating', wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent('scaling', wrapWithFixedAnchor( scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent('resizing', wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n degreesToRadians = fabric.util.degreesToRadians,\n controls = fabric.controlsUtils;\n\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderCircleControl (ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor),\n myLeft = left,\n myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n }\n else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n }\n else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (\n styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor\n ), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + 'Rect'](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n function Control(options) {\n for (var i in options) {\n this[i] = options[i];\n }\n }\n\n fabric.Control = Control;\n\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n\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 controlset.\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 boundindbox, 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: null,\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: null,\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: null,\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: null,\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 /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} 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 actionHandler: function(/* eventData, transformData, x, y */) { },\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 {Object} 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 mouseDownHandler: function(/* eventData, transformData, x, y */) { },\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 {Object} 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 mouseUpHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getActionHandler: function(/* eventData, fabricObject, control */) {\n return this.actionHandler;\n },\n\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseDownHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseDownHandler;\n },\n\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseUpHandler: function(/* eventData, fabricObject, control */) {\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 {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n cursorStyleHandler: function(eventData, control /* fabricObject */) {\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 {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n getActionName: function(eventData, control /* fabricObject */) {\n return control.actionName;\n },\n\n /**\n * Returns controls visibility\n * @param {fabric.Object} 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: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== 'undefined') {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */\n setVisibility: function(visibility /* name, fabricObject */) {\n this.visible = visibility;\n },\n\n\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY }, finalMatrix);\n return point;\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: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset,\n sinHalfOffset,\n cosHalfOffsetComp,\n sinHalfOffsetComp,\n xSize = (isTouch) ? this.touchSizeX : this.sizeX,\n ySize = (isTouch) ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n }\n else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = (xSize && ySize) ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */\n cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp,\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset,\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset,\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp,\n },\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 {fabric.Object} fabricObject the object where the control is about to be rendered\n */\n render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n case 'circle':\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n },\n };\n\n})( true ? exports : 0);\n\n\n(function() {\n\n /* _FROM_SVG_START_ */\n function getColorStop(el, multiplier) {\n var style = el.getAttribute('style'),\n offset = el.getAttribute('offset') || 0,\n color, colorAlpha, opacity, i;\n\n // convert percents to absolute values\n offset = parseFloat(offset) / (/%$/.test(offset) ? 100 : 1);\n offset = offset < 0 ? 0 : offset > 1 ? 1 : offset;\n if (style) {\n var keyValuePairs = style.split(/\\s*;\\s*/);\n\n if (keyValuePairs[keyValuePairs.length - 1] === '') {\n keyValuePairs.pop();\n }\n\n for (i = keyValuePairs.length; i--; ) {\n\n var split = keyValuePairs[i].split(/\\s*:\\s*/),\n key = split[0].trim(),\n value = split[1].trim();\n\n if (key === 'stop-color') {\n color = value;\n }\n else if (key === 'stop-opacity') {\n opacity = value;\n }\n }\n }\n\n if (!color) {\n color = el.getAttribute('stop-color') || 'rgb(0,0,0)';\n }\n if (!opacity) {\n opacity = el.getAttribute('stop-opacity');\n }\n\n color = new fabric.Color(color);\n colorAlpha = color.getAlpha();\n opacity = isNaN(parseFloat(opacity)) ? 1 : parseFloat(opacity);\n opacity *= colorAlpha * multiplier;\n\n return {\n offset: offset,\n color: color.toRgb(),\n opacity: opacity\n };\n }\n\n function getLinearCoords(el) {\n return {\n x1: el.getAttribute('x1') || 0,\n y1: el.getAttribute('y1') || 0,\n x2: el.getAttribute('x2') || '100%',\n y2: el.getAttribute('y2') || 0\n };\n }\n\n function getRadialCoords(el) {\n return {\n x1: el.getAttribute('fx') || el.getAttribute('cx') || '50%',\n y1: el.getAttribute('fy') || el.getAttribute('cy') || '50%',\n r1: 0,\n x2: el.getAttribute('cx') || '50%',\n y2: el.getAttribute('cy') || '50%',\n r2: el.getAttribute('r') || '50%'\n };\n }\n /* _FROM_SVG_END_ */\n\n var clone = fabric.util.object.clone;\n\n /**\n * Gradient class\n * @class fabric.Gradient\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#gradients}\n * @see {@link fabric.Gradient#initialize} for constructor definition\n */\n fabric.Gradient = fabric.util.createClass(/** @lends fabric.Gradient.prototype */ {\n\n /**\n * Horizontal offset for aligning gradients coming from SVG when outside pathgroups\n * @type Number\n * @default 0\n */\n offsetX: 0,\n\n /**\n * Vertical offset for aligning gradients coming from SVG when outside pathgroups\n * @type Number\n * @default 0\n */\n offsetY: 0,\n\n /**\n * A transform matrix to apply to the gradient before painting.\n * Imported from svg gradients, is not applied with the current transform in the center.\n * Before this transform is applied, the origin point is at the top left corner of the object\n * plus the addition of offsetY and offsetX.\n * @type Number[]\n * @default null\n */\n gradientTransform: null,\n\n /**\n * coordinates units for coords.\n * If `pixels`, the number of coords are in the same unit of width / height.\n * If set as `percentage` the coords are still a number, but 1 means 100% of width\n * for the X and 100% of the height for the y. It can be bigger than 1 and negative.\n * allowed values pixels or percentage.\n * @type String\n * @default 'pixels'\n */\n gradientUnits: 'pixels',\n\n /**\n * Gradient type linear or radial\n * @type String\n * @default 'pixels'\n */\n type: 'linear',\n\n /**\n * Constructor\n * @param {Object} options Options object with type, coords, gradientUnits and colorStops\n * @param {Object} [options.type] gradient type linear or radial\n * @param {Object} [options.gradientUnits] gradient units\n * @param {Object} [options.offsetX] SVG import compatibility\n * @param {Object} [options.offsetY] SVG import compatibility\n * @param {Object[]} options.colorStops contains the colorstops.\n * @param {Object} options.coords contains the coords of the gradient\n * @param {Number} [options.coords.x1] X coordiante of the first point for linear or of the focal point for radial\n * @param {Number} [options.coords.y1] Y coordiante of the first point for linear or of the focal point for radial\n * @param {Number} [options.coords.x2] X coordiante of the second point for linear or of the center point for radial\n * @param {Number} [options.coords.y2] Y coordiante of the second point for linear or of the center point for radial\n * @param {Number} [options.coords.r1] only for radial gradient, radius of the inner circle\n * @param {Number} [options.coords.r2] only for radial gradient, radius of the external circle\n * @return {fabric.Gradient} thisArg\n */\n initialize: function(options) {\n options || (options = { });\n options.coords || (options.coords = { });\n\n var coords, _this = this;\n\n // sets everything, then coords and colorstops get sets again\n Object.keys(options).forEach(function(option) {\n _this[option] = options[option];\n });\n\n if (this.id) {\n this.id += '_' + fabric.Object.__uid++;\n }\n else {\n this.id = fabric.Object.__uid++;\n }\n\n coords = {\n x1: options.coords.x1 || 0,\n y1: options.coords.y1 || 0,\n x2: options.coords.x2 || 0,\n y2: options.coords.y2 || 0\n };\n\n if (this.type === 'radial') {\n coords.r1 = options.coords.r1 || 0;\n coords.r2 = options.coords.r2 || 0;\n }\n\n this.coords = coords;\n this.colorStops = options.colorStops.slice();\n },\n\n /**\n * Adds another colorStop\n * @param {Object} colorStop Object with offset and color\n * @return {fabric.Gradient} thisArg\n */\n addColorStop: function(colorStops) {\n for (var position in colorStops) {\n var color = new fabric.Color(colorStops[position]);\n this.colorStops.push({\n offset: parseFloat(position),\n color: color.toRgb(),\n opacity: color.getAlpha()\n });\n }\n return this;\n },\n\n /**\n * Returns object representation of a gradient\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object}\n */\n toObject: function(propertiesToInclude) {\n var object = {\n type: this.type,\n coords: this.coords,\n colorStops: this.colorStops,\n offsetX: this.offsetX,\n offsetY: this.offsetY,\n gradientUnits: this.gradientUnits,\n gradientTransform: this.gradientTransform ? this.gradientTransform.concat() : this.gradientTransform\n };\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n\n return object;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of an gradient\n * @param {Object} object Object to create a gradient for\n * @return {String} SVG representation of an gradient (linear/radial)\n */\n toSVG: function(object, options) {\n var coords = clone(this.coords, true), i, len, options = options || {},\n markup, commonAttributes, colorStops = clone(this.colorStops, true),\n needsSwap = coords.r1 > coords.r2,\n transform = this.gradientTransform ? this.gradientTransform.concat() : fabric.iMatrix.concat(),\n offsetX = -this.offsetX, offsetY = -this.offsetY,\n withViewport = !!options.additionalTransform,\n gradientUnits = this.gradientUnits === 'pixels' ? 'userSpaceOnUse' : 'objectBoundingBox';\n // colorStops must be sorted ascending\n colorStops.sort(function(a, b) {\n return a.offset - b.offset;\n });\n\n if (gradientUnits === 'objectBoundingBox') {\n offsetX /= object.width;\n offsetY /= object.height;\n }\n else {\n offsetX += object.width / 2;\n offsetY += object.height / 2;\n }\n if (object.type === 'path' && this.gradientUnits !== 'percentage') {\n offsetX -= object.pathOffset.x;\n offsetY -= object.pathOffset.y;\n }\n\n\n transform[4] -= offsetX;\n transform[5] -= offsetY;\n\n commonAttributes = 'id=\"SVGID_' + this.id +\n '\" gradientUnits=\"' + gradientUnits + '\"';\n commonAttributes += ' gradientTransform=\"' + (withViewport ?\n options.additionalTransform + ' ' : '') + fabric.util.matrixToSVG(transform) + '\" ';\n\n if (this.type === 'linear') {\n markup = [\n '\\n'\n ];\n }\n else if (this.type === 'radial') {\n // svg radial gradient has just 1 radius. the biggest.\n markup = [\n '\\n'\n ];\n }\n\n if (this.type === 'radial') {\n if (needsSwap) {\n // svg goes from internal to external radius. if radius are inverted, swap color stops.\n colorStops = colorStops.concat();\n colorStops.reverse();\n for (i = 0, len = colorStops.length; i < len; i++) {\n colorStops[i].offset = 1 - colorStops[i].offset;\n }\n }\n var minRadius = Math.min(coords.r1, coords.r2);\n if (minRadius > 0) {\n // i have to shift all colorStops and add new one in 0.\n var maxRadius = Math.max(coords.r1, coords.r2),\n percentageShift = minRadius / maxRadius;\n for (i = 0, len = colorStops.length; i < len; i++) {\n colorStops[i].offset += percentageShift * (1 - colorStops[i].offset);\n }\n }\n }\n\n for (i = 0, len = colorStops.length; i < len; i++) {\n var colorStop = colorStops[i];\n markup.push(\n '\\n'\n );\n }\n\n markup.push((this.type === 'linear' ? '\\n' : '\\n'));\n\n return markup.join('');\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns an instance of CanvasGradient\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {CanvasGradient}\n */\n toLive: function(ctx) {\n var gradient, coords = fabric.util.object.clone(this.coords), i, len;\n\n if (!this.type) {\n return;\n }\n\n if (this.type === 'linear') {\n gradient = ctx.createLinearGradient(\n coords.x1, coords.y1, coords.x2, coords.y2);\n }\n else if (this.type === 'radial') {\n gradient = ctx.createRadialGradient(\n coords.x1, coords.y1, coords.r1, coords.x2, coords.y2, coords.r2);\n }\n\n for (i = 0, len = this.colorStops.length; i < len; i++) {\n var color = this.colorStops[i].color,\n opacity = this.colorStops[i].opacity,\n offset = this.colorStops[i].offset;\n\n if (typeof opacity !== 'undefined') {\n color = new fabric.Color(color).setAlpha(opacity).toRgba();\n }\n gradient.addColorStop(offset, color);\n }\n\n return gradient;\n }\n });\n\n fabric.util.object.extend(fabric.Gradient, {\n\n /* _FROM_SVG_START_ */\n /**\n * Returns {@link fabric.Gradient} instance from an SVG element\n * @static\n * @memberOf fabric.Gradient\n * @param {SVGGradientElement} el SVG gradient element\n * @param {fabric.Object} instance\n * @param {String} opacityAttr A fill-opacity or stroke-opacity attribute to multiply to each stop's opacity.\n * @param {Object} svgOptions an object containing the size of the SVG in order to parse correctly gradients\n * that uses gradientUnits as 'userSpaceOnUse' and percentages.\n * @param {Object.number} viewBoxWidth width part of the viewBox attribute on svg\n * @param {Object.number} viewBoxHeight height part of the viewBox attribute on svg\n * @param {Object.number} width width part of the svg tag if viewBox is not specified\n * @param {Object.number} height height part of the svg tag if viewBox is not specified\n * @return {fabric.Gradient} Gradient instance\n * @see http://www.w3.org/TR/SVG/pservers.html#LinearGradientElement\n * @see http://www.w3.org/TR/SVG/pservers.html#RadialGradientElement\n */\n fromElement: function(el, instance, opacityAttr, svgOptions) {\n /**\n * @example:\n *\n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n * \n *\n */\n\n var multiplier = parseFloat(opacityAttr) / (/%$/.test(opacityAttr) ? 100 : 1);\n multiplier = multiplier < 0 ? 0 : multiplier > 1 ? 1 : multiplier;\n if (isNaN(multiplier)) {\n multiplier = 1;\n }\n\n var colorStopEls = el.getElementsByTagName('stop'),\n type,\n gradientUnits = el.getAttribute('gradientUnits') === 'userSpaceOnUse' ?\n 'pixels' : 'percentage',\n gradientTransform = el.getAttribute('gradientTransform') || '',\n colorStops = [],\n coords, i, offsetX = 0, offsetY = 0,\n transformMatrix;\n if (el.nodeName === 'linearGradient' || el.nodeName === 'LINEARGRADIENT') {\n type = 'linear';\n coords = getLinearCoords(el);\n }\n else {\n type = 'radial';\n coords = getRadialCoords(el);\n }\n\n for (i = colorStopEls.length; i--; ) {\n colorStops.push(getColorStop(colorStopEls[i], multiplier));\n }\n\n transformMatrix = fabric.parseTransformAttribute(gradientTransform);\n\n __convertPercentUnitsToValues(instance, coords, svgOptions, gradientUnits);\n\n if (gradientUnits === 'pixels') {\n offsetX = -instance.left;\n offsetY = -instance.top;\n }\n\n var gradient = new fabric.Gradient({\n id: el.getAttribute('id'),\n type: type,\n coords: coords,\n colorStops: colorStops,\n gradientUnits: gradientUnits,\n gradientTransform: transformMatrix,\n offsetX: offsetX,\n offsetY: offsetY,\n });\n\n return gradient;\n }\n /* _FROM_SVG_END_ */\n });\n\n /**\n * @private\n */\n function __convertPercentUnitsToValues(instance, options, svgOptions, gradientUnits) {\n var propValue, finalValue;\n Object.keys(options).forEach(function(prop) {\n propValue = options[prop];\n if (propValue === 'Infinity') {\n finalValue = 1;\n }\n else if (propValue === '-Infinity') {\n finalValue = 0;\n }\n else {\n finalValue = parseFloat(options[prop], 10);\n if (typeof propValue === 'string' && /^(\\d+\\.\\d+)%|(\\d+)%$/.test(propValue)) {\n finalValue *= 0.01;\n if (gradientUnits === 'pixels') {\n // then we need to fix those percentages here in svg parsing\n if (prop === 'x1' || prop === 'x2' || prop === 'r2') {\n finalValue *= svgOptions.viewBoxWidth || svgOptions.width;\n }\n if (prop === 'y1' || prop === 'y2') {\n finalValue *= svgOptions.viewBoxHeight || svgOptions.height;\n }\n }\n }\n }\n options[prop] = finalValue;\n });\n }\n})();\n\n\n(function() {\n\n 'use strict';\n\n var toFixed = fabric.util.toFixed;\n\n /**\n * Pattern class\n * @class fabric.Pattern\n * @see {@link http://fabricjs.com/patterns|Pattern demo}\n * @see {@link http://fabricjs.com/dynamic-patterns|DynamicPattern demo}\n * @see {@link fabric.Pattern#initialize} for constructor definition\n */\n\n\n fabric.Pattern = fabric.util.createClass(/** @lends fabric.Pattern.prototype */ {\n\n /**\n * Repeat property of a pattern (one of repeat, repeat-x, repeat-y or no-repeat)\n * @type String\n * @default\n */\n repeat: 'repeat',\n\n /**\n * Pattern horizontal offset from object's left/top corner\n * @type Number\n * @default\n */\n offsetX: 0,\n\n /**\n * Pattern vertical offset from object's left/top corner\n * @type Number\n * @default\n */\n offsetY: 0,\n\n /**\n * crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @type String\n * @default\n */\n crossOrigin: '',\n\n /**\n * transform matrix to change the pattern, imported from svgs.\n * @type Array\n * @default\n */\n patternTransform: null,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @param {Function} [callback] function to invoke after callback init.\n * @return {fabric.Pattern} thisArg\n */\n initialize: function(options, callback) {\n options || (options = { });\n\n this.id = fabric.Object.__uid++;\n this.setOptions(options);\n if (!options.source || (options.source && typeof options.source !== 'string')) {\n callback && callback(this);\n return;\n }\n else {\n // img src string\n var _this = this;\n this.source = fabric.util.createImage();\n fabric.util.loadImage(options.source, function(img, isError) {\n _this.source = img;\n callback && callback(_this, isError);\n }, null, this.crossOrigin);\n }\n },\n\n /**\n * Returns object representation of a pattern\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of a pattern instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n source, object;\n\n // element\n if (typeof this.source.src === 'string') {\n source = this.source.src;\n }\n // element\n else if (typeof this.source === 'object' && this.source.toDataURL) {\n source = this.source.toDataURL();\n }\n\n object = {\n type: 'pattern',\n source: source,\n repeat: this.repeat,\n crossOrigin: this.crossOrigin,\n offsetX: toFixed(this.offsetX, NUM_FRACTION_DIGITS),\n offsetY: toFixed(this.offsetY, NUM_FRACTION_DIGITS),\n patternTransform: this.patternTransform ? this.patternTransform.concat() : null\n };\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n\n return object;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of a pattern\n * @param {fabric.Object} object\n * @return {String} SVG representation of a pattern\n */\n toSVG: function(object) {\n var patternSource = typeof this.source === 'function' ? this.source() : this.source,\n patternWidth = patternSource.width / object.width,\n patternHeight = patternSource.height / object.height,\n patternOffsetX = this.offsetX / object.width,\n patternOffsetY = this.offsetY / object.height,\n patternImgSrc = '';\n if (this.repeat === 'repeat-x' || this.repeat === 'no-repeat') {\n patternHeight = 1;\n if (patternOffsetY) {\n patternHeight += Math.abs(patternOffsetY);\n }\n }\n if (this.repeat === 'repeat-y' || this.repeat === 'no-repeat') {\n patternWidth = 1;\n if (patternOffsetX) {\n patternWidth += Math.abs(patternOffsetX);\n }\n\n }\n if (patternSource.src) {\n patternImgSrc = patternSource.src;\n }\n else if (patternSource.toDataURL) {\n patternImgSrc = patternSource.toDataURL();\n }\n\n return '\\n' +\n '\\n' +\n '\\n';\n },\n /* _TO_SVG_END_ */\n\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Returns an instance of CanvasPattern\n * @param {CanvasRenderingContext2D} ctx Context to create pattern\n * @return {CanvasPattern}\n */\n toLive: function(ctx) {\n var source = this.source;\n // if the image failed to load, return, and allow rest to continue loading\n if (!source) {\n return '';\n }\n\n // if an image\n if (typeof source.src !== 'undefined') {\n if (!source.complete) {\n return '';\n }\n if (source.naturalWidth === 0 || source.naturalHeight === 0) {\n return '';\n }\n }\n return ctx.createPattern(source, this.repeat);\n }\n });\n})();\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n toFixed = fabric.util.toFixed;\n\n if (fabric.Shadow) {\n fabric.warn('fabric.Shadow is already defined.');\n return;\n }\n\n /**\n * Shadow class\n * @class fabric.Shadow\n * @see {@link http://fabricjs.com/shadows|Shadow demo}\n * @see {@link fabric.Shadow#initialize} for constructor definition\n */\n fabric.Shadow = fabric.util.createClass(/** @lends fabric.Shadow.prototype */ {\n\n /**\n * Shadow color\n * @type String\n * @default\n */\n color: 'rgb(0,0,0)',\n\n /**\n * Shadow blur\n * @type Number\n */\n blur: 0,\n\n /**\n * Shadow horizontal offset\n * @type Number\n * @default\n */\n offsetX: 0,\n\n /**\n * Shadow vertical offset\n * @type Number\n * @default\n */\n offsetY: 0,\n\n /**\n * Whether the shadow should affect stroke operations\n * @type Boolean\n * @default\n */\n affectStroke: false,\n\n /**\n * Indicates whether toObject should include default values\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `false`, the shadow will scale with the object.\n * When `true`, the shadow's offsetX, offsetY, and blur will not be affected by the object's scale.\n * default to false\n * @type Boolean\n * @default\n */\n nonScaling: false,\n\n /**\n * Constructor\n * @param {Object|String} [options] Options object with any of color, blur, offsetX, offsetY properties or string (e.g. \"rgba(0,0,0,0.2) 2px 2px 10px\")\n * @return {fabric.Shadow} thisArg\n */\n initialize: function(options) {\n\n if (typeof options === 'string') {\n options = this._parseShadow(options);\n }\n\n for (var prop in options) {\n this[prop] = options[prop];\n }\n\n this.id = fabric.Object.__uid++;\n },\n\n /**\n * @private\n * @param {String} shadow Shadow value to parse\n * @return {Object} Shadow object with color, offsetX, offsetY and blur\n */\n _parseShadow: function(shadow) {\n var shadowStr = shadow.trim(),\n offsetsAndBlur = fabric.Shadow.reOffsetsAndBlur.exec(shadowStr) || [],\n color = shadowStr.replace(fabric.Shadow.reOffsetsAndBlur, '') || 'rgb(0,0,0)';\n\n return {\n color: color.trim(),\n offsetX: parseFloat(offsetsAndBlur[1], 10) || 0,\n offsetY: parseFloat(offsetsAndBlur[2], 10) || 0,\n blur: parseFloat(offsetsAndBlur[3], 10) || 0\n };\n },\n\n /**\n * Returns a string representation of an instance\n * @see http://www.w3.org/TR/css-text-decor-3/#text-shadow\n * @return {String} Returns CSS3 text-shadow declaration\n */\n toString: function() {\n return [this.offsetX, this.offsetY, this.blur, this.color].join('px ');\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of a shadow\n * @param {fabric.Object} object\n * @return {String} SVG representation of a shadow\n */\n toSVG: function(object) {\n var fBoxX = 40, fBoxY = 40, NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n offset = fabric.util.rotateVector(\n { x: this.offsetX, y: this.offsetY },\n fabric.util.degreesToRadians(-object.angle)),\n BLUR_BOX = 20, color = new fabric.Color(this.color);\n\n if (object.width && object.height) {\n //http://www.w3.org/TR/SVG/filters.html#FilterEffectsRegion\n // we add some extra space to filter box to contain the blur ( 20 )\n fBoxX = toFixed((Math.abs(offset.x) + this.blur) / object.width, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;\n fBoxY = toFixed((Math.abs(offset.y) + this.blur) / object.height, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;\n }\n if (object.flipX) {\n offset.x *= -1;\n }\n if (object.flipY) {\n offset.y *= -1;\n }\n\n return (\n '\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\t\\n' +\n '\\t\\t\\n' +\n '\\t\\n' +\n '\\n');\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns object representation of a shadow\n * @return {Object} Object representation of a shadow instance\n */\n toObject: function() {\n if (this.includeDefaultValues) {\n return {\n color: this.color,\n blur: this.blur,\n offsetX: this.offsetX,\n offsetY: this.offsetY,\n affectStroke: this.affectStroke,\n nonScaling: this.nonScaling\n };\n }\n var obj = { }, proto = fabric.Shadow.prototype;\n\n ['color', 'blur', 'offsetX', 'offsetY', 'affectStroke', 'nonScaling'].forEach(function(prop) {\n if (this[prop] !== proto[prop]) {\n obj[prop] = this[prop];\n }\n }, this);\n\n return obj;\n }\n });\n\n /**\n * Regex matching shadow offsetX, offsetY and blur (ex: \"2px 2px 10px rgba(0,0,0,0.2)\", \"rgb(0,255,0) 2px 2px\")\n * @static\n * @field\n * @memberOf fabric.Shadow\n */\n // eslint-disable-next-line max-len\n fabric.Shadow.reOffsetsAndBlur = /(?:\\s|^)(-?\\d+(?:\\.\\d*)?(?:px)?(?:\\s?|$))?(-?\\d+(?:\\.\\d*)?(?:px)?(?:\\s?|$))?(\\d+(?:\\.\\d*)?(?:px)?)?(?:\\s?|$)(?:$|\\s)/;\n\n})( true ? exports : 0);\n\n\n(function () {\n\n 'use strict';\n\n if (fabric.StaticCanvas) {\n fabric.warn('fabric.StaticCanvas is already defined.');\n return;\n }\n\n // aliases for faster resolution\n var extend = fabric.util.object.extend,\n getElementOffset = fabric.util.getElementOffset,\n removeFromArray = fabric.util.removeFromArray,\n toFixed = fabric.util.toFixed,\n transformPoint = fabric.util.transformPoint,\n invertTransform = fabric.util.invertTransform,\n getNodeCanvas = fabric.util.getNodeCanvas,\n createCanvasElement = fabric.util.createCanvasElement,\n\n CANVAS_INIT_ERROR = new Error('Could not initialize `canvas` element');\n\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */\n fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */\n backgroundColor: '',\n\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n backgroundImage: null,\n\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */\n overlayColor: '',\n\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n overlayImage: null,\n\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */\n stateful: false,\n\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */\n renderOnAddRemove: true,\n\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */\n controlsAboveOverlay: false,\n\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */\n allowTouchScrolling: false,\n\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */\n imageSmoothingEnabled: true,\n\n /**\n * The transformation (a Canvas 2D API transform matrix) which focuses the viewport\n * @type Array\n * @example Default transform\n * canvas.viewportTransform = [1, 0, 0, 1, 0, 0];\n * @example Scale by 70% and translate toward bottom-right by 50, without skewing\n * canvas.viewportTransform = [0.7, 0, 0, 0.7, 50, 50];\n * @default\n */\n viewportTransform: fabric.iMatrix.concat(),\n\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n backgroundVpt: true,\n\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n overlayVpt: true,\n\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */\n enableRetinaScaling: true,\n\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */\n vptCoords: { },\n\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */\n skipOffscreen: true,\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */\n _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n\n /**\n * @private\n */\n _isRetinaScaling: function() {\n return (fabric.devicePixelRatio > 1 && this.enableRetinaScaling);\n },\n\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */\n getRetinaScaling: function() {\n return this._isRetinaScaling() ? Math.max(1, fabric.devicePixelRatio) : 1;\n },\n\n /**\n * @private\n */\n _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute('width', this.width * scaleRatio);\n canvas.setAttribute('height', this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n\n\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */\n calcOffset: function () {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n setOverlayImage: function (image, callback, options) {\n return this.__setBgOverlayImage('overlayImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n // TODO: fix stretched examples\n setBackgroundImage: function (image, callback, options) {\n return this.__setBgOverlayImage('backgroundImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor('overlayColor', overlayColor, callback);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */\n __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === 'string') {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n }\n else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */\n __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n\n /**\n * @private\n */\n _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = { };\n }\n if (typeof element.getContext === 'undefined') {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initOptions: function (options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n\n if (!this.lowerCanvasEl.style) {\n return;\n }\n\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n\n lowerCanvasEl.style.width = this.width + 'px';\n lowerCanvasEl.style.height = this.height + 'px';\n\n this.viewportTransform = this.viewportTransform.slice();\n },\n\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */\n _createLowerCanvas: function (canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n }\n else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n\n fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n\n this.contextContainer = this.lowerCanvasEl.getContext('2d');\n },\n\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */\n getWidth: function () {\n return this.width;\n },\n\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */\n getHeight: function () {\n return this.height;\n },\n\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setWidth: function (value, options) {\n return this.setDimensions({ width: value }, options);\n },\n\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setHeight: function (value, options) {\n return this.setDimensions({ height: value }, options);\n },\n\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setDimensions: function (dimensions, options) {\n var cssValue;\n\n options = options || {};\n\n for (var prop in dimensions) {\n cssValue = dimensions[prop];\n\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += 'px';\n this.hasLostContext = true;\n }\n\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);\n }\n this._initRetinaScaling();\n this.calcOffset();\n\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n\n return this;\n },\n\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setBackstoreDimension: function (prop, value) {\n this.lowerCanvasEl[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n\n this[prop] = value;\n\n return this;\n },\n\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setCssDimension: function (prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n\n return this;\n },\n\n /**\n * Returns canvas zoom level\n * @return {Number}\n */\n getZoom: function () {\n return this.viewportTransform[0];\n },\n\n /**\n * Sets viewport transformation of this canvas instance\n * @param {Array} vpt a Canvas 2D API transform matrix\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setViewportTransform: function (vpt) {\n var activeObject = this._activeObject,\n backgroundObject = this.backgroundImage,\n overlayObject = this.overlayImage,\n object, i, len;\n this.viewportTransform = vpt;\n for (i = 0, len = this._objects.length; i < len; i++) {\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n zoomToPoint: function (point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setZoom: function (value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n absolutePan: function (point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n relativePan: function (point) {\n return this.absolutePan(new fabric.Point(\n -point.x - this.viewportTransform[4],\n -point.y - this.viewportTransform[5]\n ));\n },\n\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */\n getElement: function () {\n return this.lowerCanvasEl;\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */\n _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set('canvas', this);\n obj.setCoords();\n this.fire('object:added', { target: obj });\n obj.fire('added');\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n this.fire('object:removed', { target: obj });\n obj.fire('removed');\n delete obj.canvas;\n },\n\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */\n getContext: function () {\n return this.contextContainer;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = '';\n this.overlayColor = '';\n if (this._hasITextHandlers) {\n this.off('mouse:up', this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire('canvas:cleared');\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n requestRenderAll: function () {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */\n calcViewportBoundaries: function() {\n var points = { }, width = this.width, height = this.height,\n iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({ x: 0, y: 0 }, iVpt);\n points.br = transformPoint({ x: width, y: height }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire('before:render', { ctx: ctx, });\n this._renderBackground(ctx);\n\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire('after:render', { ctx: ctx, });\n },\n\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = 'destination-in';\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */\n _renderObjects: function(ctx, objects) {\n var i, len;\n for (i = 0, len = objects.length; i < len; ++i) {\n objects[i] && objects[i].render(ctx);\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */\n _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + 'Color'], object = this[property + 'Image'],\n v = this.viewportTransform, needsVpt = this[property + 'Vpt'];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive\n ? fill.toLive(ctx, this)\n : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'background');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'overlay');\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n * @deprecated migrate to `getCenterPoint`\n */\n getCenter: function () {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * @return {fabric.Point} \n */\n getCenterPoint: function () {\n return new fabric.Point(this.width / 2, this.height / 2);\n },\n\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */\n centerObjectH: function (object) {\n return this._centerObject(object, new fabric.Point(this.getCenterPoint().x, object.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObjectV: function (object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObject: function(object) {\n var center = this.getCenterPoint();\n return this._centerObject(object, center);\n },\n\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n return this._centerObject(object, vpCenter);\n },\n\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */\n getVpCenter: function() {\n var center = this.getCenterPoint(),\n iVpt = invertTransform(this.viewportTransform);\n return transformPoint(center, iVpt);\n },\n\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n _centerObject: function(object, center) {\n object.setPositionByOrigin(center, 'center', 'center');\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */\n toDatalessJSON: function (propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n return this._toObjectMethod('toObject', propertiesToInclude);\n },\n\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function (propertiesToInclude) {\n return this._toObjectMethod('toDatalessObject', propertiesToInclude);\n },\n\n /**\n * @private\n */\n _toObjectMethod: function (methodName, propertiesToInclude) {\n\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude),\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n\n return data;\n },\n\n /**\n * @private\n */\n _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n\n /**\n * @private\n */\n __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage,\n bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n }\n else if (bgColor) {\n data.background = bgColor;\n }\n\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n }\n else if (overlayColor) {\n data.overlay = overlayColor;\n }\n\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n\n return data;\n },\n\n /* _TO_SVG_START_ */\n /**\n * When true, getSvgTransform() will apply the StaticCanvas.viewportTransform to the SVG transformation. When true,\n * a zoomed canvas will then produce zoomed SVG output.\n * @type Boolean\n * @default\n */\n svgViewportTransformation: true,\n\n /**\n * Returns SVG representation of canvas\n * @function\n * @param {Object} [options] Options object for SVG output\n * @param {Boolean} [options.suppressPreamble=false] If true xml tag is not included\n * @param {Object} [options.viewBox] SVG viewbox object\n * @param {Number} [options.viewBox.x] x-coordinate of viewbox\n * @param {Number} [options.viewBox.y] y-coordinate of viewbox\n * @param {Number} [options.viewBox.width] Width of viewbox\n * @param {Number} [options.viewBox.height] Height of viewbox\n * @param {String} [options.encoding=UTF-8] Encoding of SVG output\n * @param {String} [options.width] desired width of svg with or without units\n * @param {String} [options.height] desired height of svg with or without units\n * @param {Function} [reviver] Method for further parsing of svg elements, called after each fabric object converted into svg representation.\n * @return {String} SVG string\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/jQ3ZZ/|jsFiddle demo}\n * @example Normal SVG output\n * var svg = canvas.toSVG();\n * @example SVG output without preamble (without <?xml ../>)\n * var svg = canvas.toSVG({suppressPreamble: true});\n * @example SVG output with viewBox attribute\n * var svg = canvas.toSVG({\n * viewBox: {\n * x: 100,\n * y: 100,\n * width: 200,\n * height: 300\n * }\n * });\n * @example SVG output with different encoding (default: UTF-8)\n * var svg = canvas.toSVG({encoding: 'ISO-8859-1'});\n * @example Modify SVG output with reviver function\n * var svg = canvas.toSVG(null, function(svg) {\n * return svg.replace('stroke-dasharray: ; stroke-linecap: butt; stroke-linejoin: miter; stroke-miterlimit: 10; ', '');\n * });\n */\n toSVG: function(options, reviver) {\n options || (options = { });\n options.reviver = reviver;\n var markup = [];\n\n this._setSVGPreamble(markup, options);\n this._setSVGHeader(markup, options);\n if (this.clipPath) {\n markup.push('\\n');\n }\n this._setSVGBgOverlayColor(markup, 'background');\n this._setSVGBgOverlayImage(markup, 'backgroundImage', reviver);\n this._setSVGObjects(markup, reviver);\n if (this.clipPath) {\n markup.push('\\n');\n }\n this._setSVGBgOverlayColor(markup, 'overlay');\n this._setSVGBgOverlayImage(markup, 'overlayImage', reviver);\n\n markup.push('');\n\n return markup.join('');\n },\n\n /**\n * @private\n */\n _setSVGPreamble: function(markup, options) {\n if (options.suppressPreamble) {\n return;\n }\n markup.push(\n '\\n',\n '\\n'\n );\n },\n\n /**\n * @private\n */\n _setSVGHeader: function(markup, options) {\n var width = options.width || this.width,\n height = options.height || this.height,\n vpt, viewBox = 'viewBox=\"0 0 ' + this.width + ' ' + this.height + '\" ',\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n\n if (options.viewBox) {\n viewBox = 'viewBox=\"' +\n options.viewBox.x + ' ' +\n options.viewBox.y + ' ' +\n options.viewBox.width + ' ' +\n options.viewBox.height + '\" ';\n }\n else {\n if (this.svgViewportTransformation) {\n vpt = this.viewportTransform;\n viewBox = 'viewBox=\"' +\n toFixed(-vpt[4] / vpt[0], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(-vpt[5] / vpt[3], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(this.width / vpt[0], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(this.height / vpt[3], NUM_FRACTION_DIGITS) + '\" ';\n }\n }\n\n markup.push(\n '\\n',\n 'Created with Fabric.js ', fabric.version, '\\n',\n '\\n',\n this.createSVGFontFacesMarkup(),\n this.createSVGRefElementsMarkup(),\n this.createSVGClipPathMarkup(options),\n '\\n'\n );\n },\n\n createSVGClipPathMarkup: function(options) {\n var clipPath = this.clipPath;\n if (clipPath) {\n clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;\n return '\\n' +\n this.clipPath.toClipPathSVG(options.reviver) +\n '\\n';\n }\n return '';\n },\n\n /**\n * Creates markup containing SVG referenced elements like patterns, gradients etc.\n * @return {String}\n */\n createSVGRefElementsMarkup: function() {\n var _this = this,\n markup = ['background', 'overlay'].map(function(prop) {\n var fill = _this[prop + 'Color'];\n if (fill && fill.toLive) {\n var shouldTransform = _this[prop + 'Vpt'], vpt = _this.viewportTransform,\n object = {\n width: _this.width / (shouldTransform ? vpt[0] : 1),\n height: _this.height / (shouldTransform ? vpt[3] : 1)\n };\n return fill.toSVG(\n object,\n { additionalTransform: shouldTransform ? fabric.util.matrixToSVG(vpt) : '' }\n );\n }\n });\n return markup.join('');\n },\n\n /**\n * Creates markup containing SVG font faces,\n * font URLs for font faces must be collected by developers\n * and are not extracted from the DOM by fabricjs\n * @param {Array} objects Array of fabric objects\n * @return {String}\n */\n createSVGFontFacesMarkup: function() {\n var markup = '', fontList = { }, obj, fontFamily,\n style, row, rowIndex, _char, charIndex, i, len,\n fontPaths = fabric.fontPaths, objects = [];\n\n this._objects.forEach(function add(object) {\n objects.push(object);\n if (object._objects) {\n object._objects.forEach(add);\n }\n });\n\n for (i = 0, len = objects.length; i < len; i++) {\n obj = objects[i];\n fontFamily = obj.fontFamily;\n if (obj.type.indexOf('text') === -1 || fontList[fontFamily] || !fontPaths[fontFamily]) {\n continue;\n }\n fontList[fontFamily] = true;\n if (!obj.styles) {\n continue;\n }\n style = obj.styles;\n for (rowIndex in style) {\n row = style[rowIndex];\n for (charIndex in row) {\n _char = row[charIndex];\n fontFamily = _char.fontFamily;\n if (!fontList[fontFamily] && fontPaths[fontFamily]) {\n fontList[fontFamily] = true;\n }\n }\n }\n }\n\n for (var j in fontList) {\n markup += [\n '\\t\\t@font-face {\\n',\n '\\t\\t\\tfont-family: \\'', j, '\\';\\n',\n '\\t\\t\\tsrc: url(\\'', fontPaths[j], '\\');\\n',\n '\\t\\t}\\n'\n ].join('');\n }\n\n if (markup) {\n markup = [\n '\\t\\n'\n ].join('');\n }\n\n return markup;\n },\n\n /**\n * @private\n */\n _setSVGObjects: function(markup, reviver) {\n var instance, i, len, objects = this._objects;\n for (i = 0, len = objects.length; i < len; i++) {\n instance = objects[i];\n if (instance.excludeFromExport) {\n continue;\n }\n this._setSVGObject(markup, instance, reviver);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n markup.push(instance.toSVG(reviver));\n },\n\n /**\n * @private\n */\n _setSVGBgOverlayImage: function(markup, property, reviver) {\n if (this[property] && !this[property].excludeFromExport && this[property].toSVG) {\n markup.push(this[property].toSVG(reviver));\n }\n },\n\n /**\n * @private\n */\n _setSVGBgOverlayColor: function(markup, property) {\n var filler = this[property + 'Color'], vpt = this.viewportTransform, finalWidth = this.width,\n finalHeight = this.height;\n if (!filler) {\n return;\n }\n if (filler.toLive) {\n var repeat = filler.repeat, iVpt = fabric.util.invertTransform(vpt), shouldInvert = this[property + 'Vpt'],\n additionalTransform = shouldInvert ? fabric.util.matrixToSVG(iVpt) : '';\n markup.push(\n '\\n'\n );\n }\n else {\n markup.push(\n '\\n'\n );\n }\n },\n /* _TO_SVG_END_ */\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendToBack: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringToFront: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendBackwards: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse down the stack looking for the nearest intersecting object\n for (i = idx - 1; i >= 0; --i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx - 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringForward: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse up the stack looking for the nearest intersecting object\n for (i = idx + 1, len = this._objects.length; i < len; ++i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx + 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n moveTo: function (object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove('lower-canvas');\n fabric.util.setStyle(this.lowerCanvasEl, this._originalCanvasStyle);\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute('width', this.width);\n this.lowerCanvasEl.setAttribute('height', this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function () {\n return '#';\n }\n });\n\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n\n /**\n * @static\n * @type String\n * @default\n */\n EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */\n supports: function (methodName) {\n var el = createCanvasElement();\n\n if (!el || !el.getContext) {\n return null;\n }\n\n var ctx = el.getContext('2d');\n if (!ctx) {\n return null;\n }\n\n switch (methodName) {\n\n case 'setLineDash':\n return typeof ctx.setLineDash !== 'undefined';\n\n default:\n return null;\n }\n }\n });\n\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */\n fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n\n\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */\nfabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n\n /**\n * Color of a brush\n * @type String\n * @default\n */\n color: 'rgb(0, 0, 0)',\n\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */\n width: 1,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'round',\n\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'round',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */\n strokeMiterLimit: 10,\n\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */\n strokeDashArray: null,\n\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */\n\n limitedToCanvasSize: false,\n\n\n /**\n * Sets brush styles\n * @private\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function (ctx) {\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */\n _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n\n /**\n * Sets brush shadow styles\n * @private\n */\n _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n\n var canvas = this.canvas,\n shadow = this.shadow,\n ctx = canvas.contextTop,\n zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n\n /**\n * Removes brush shadow styles\n * @private\n */\n _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */\n _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n\n\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */\n fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */\n decimate: 0.4,\n\n /**\n * Draws a straight line between last recorded point to current pointer\n * Used for `shift` functionality\n *\n * @type boolean\n * @default false\n */\n drawStraightLine: false,\n\n /**\n * The event modifier key that makes the brush draw a straight line.\n * If `null` or 'none' or any other string that is not a modifier key the feature is disabled.\n * @type {'altKey' | 'shiftKey' | 'ctrlKey' | 'none' | undefined | null}\n */\n straightLineKey: 'shiftKey',\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n\n needsFullRender: function () {\n return this.callSuper('needsFullRender') || this._hasStraightLine;\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n _drawSegment: function (ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this.drawStraightLine = options.e[this.straightLineKey];\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n }\n else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.drawStraightLine = false;\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _prepareForDrawing: function(pointer) {\n\n var p = new fabric.Point(pointer.x, pointer.y);\n\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */\n _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n if (this.drawStraightLine && this._points.length > 1) {\n this._hasStraightLine = true;\n this._points.pop();\n }\n this._points.push(point);\n return true;\n },\n\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */\n _reset: function() {\n this._points = [];\n this._setBrushStyles(this.canvas.contextTop);\n this._setShadow();\n this._hasStraightLine = false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n * @param {CanvasRenderingContext2D} [ctx]\n */\n _render: function(ctx) {\n var i, len,\n p1 = this._points[0],\n p2 = this._points[1];\n ctx = ctx || this.canvas.contextTop;\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n\n for (i = 1, len = this._points.length; i < len; i++) {\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */\n convertPointsToSVGPath: function (points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */\n _isEmptySVGPath: function (pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === 'M 0 0 Q 0 0 0 0 L 0 0';\n },\n\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */\n createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray,\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n\n return path;\n },\n\n /**\n * Decimate points array with the decimate value\n */\n decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2),\n i, l = points.length - 1, lastPoint = points[0], newPoints = [lastPoint],\n cDistance;\n for (i = 1; i < l - 1; i++) {\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */\n newPoints.push(points[l]);\n return newPoints;\n },\n\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */\n _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire('before:path:created', { path: path });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n\n\n // fire event 'path' created\n this.canvas.fire('path:created', { path: path });\n }\n });\n})();\n\n\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */\nfabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n\n /**\n * Width of a brush\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n drawDot: function(pointer) {\n var point = this.addPoint(pointer),\n ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n\n /**\n * Invoked on mouse down\n */\n onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n\n /**\n * Render the full state of the brush\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n points = this.points;\n this._saveAndTransform(ctx);\n for (i = 0, len = points.length; i < len; i++) {\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n }\n else {\n this.drawDot(pointer);\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n\n var circles = [];\n\n for (i = 0, len = this.points.length; i < len; i++) {\n var point = this.points[i],\n circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: 'center',\n originY: 'center',\n fill: point.fill\n });\n\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */\n addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y),\n\n circleRadius = fabric.util.getRandomInt(\n Math.max(0, this.width - 20), this.width + 20) / 2,\n\n circleColor = new fabric.Color(this.color)\n .setAlpha(fabric.util.getRandomInt(0, 100) / 100)\n .toRgba();\n\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n\n this.points.push(pointerPoint);\n\n return pointerPoint;\n }\n});\n\n\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */\nfabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n\n /**\n * Width of a spray\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */\n density: 20,\n\n /**\n * Width of spray dots\n * @type Number\n * @default\n */\n dotWidth: 1,\n\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */\n dotWidthVariance: 1,\n\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */\n randomOpacity: false,\n\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */\n optimizeOverlapping: true,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n\n var rects = [];\n\n for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n var sprayChunk = this.sprayChunks[i];\n\n for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {\n\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: 'center',\n originY: 'center',\n fill: this.color\n });\n rects.push(rect);\n }\n }\n\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n\n var group = new fabric.Group(rects);\n this.shadow && group.set('shadow', new fabric.Shadow(this.shadow));\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @private\n * @param {Array} rects\n */\n _getOptimizedRects: function(rects) {\n\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = { }, key, i, len;\n\n for (i = 0, len = rects.length; i < len; i++) {\n key = rects[i].left + '' + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for (key in uniqueRects) {\n uniqueRectsArray.push(uniqueRects[key]);\n }\n\n return uniqueRectsArray;\n },\n\n /**\n * Render new chunk of spray brush\n */\n render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, len = sprayChunk.length; i < len; i++) {\n var point = sprayChunk[i];\n if (typeof point.opacity !== 'undefined') {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n\n /**\n * Render all spray chunks\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n\n /**\n * @param {Object} pointer\n */\n addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n\n var x, y, width, radius = this.width / 2, i;\n\n for (i = 0; i < this.density; i++) {\n\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(\n // bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance),\n this.dotWidth + this.dotWidthVariance);\n }\n else {\n width = this.dotWidth;\n }\n\n var point = new fabric.Point(x, y);\n point.width = width;\n\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n\n this.sprayChunkPoints.push(point);\n }\n\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n\n\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */\nfabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n\n getPatternSrc: function() {\n\n var dotWidth = 20,\n dotDistance = 5,\n patternCanvas = fabric.util.createCanvasElement(),\n patternCtx = patternCanvas.getContext('2d');\n\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n\n return patternCanvas;\n },\n\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace('this.color', '\"' + this.color + '\"');\n },\n\n /**\n * Creates \"pattern\" instance property\n * @param {CanvasRenderingContext2D} ctx\n */\n getPattern: function(ctx) {\n return ctx.createPattern(this.source || this.getPatternSrc(), 'repeat');\n },\n\n /**\n * Sets brush styles\n * @param {CanvasRenderingContext2D} ctx\n */\n _setBrushStyles: function(ctx) {\n this.callSuper('_setBrushStyles', ctx);\n ctx.strokeStyle = this.getPattern(ctx);\n },\n\n /**\n * Creates path\n */\n createPath: function(pathData) {\n var path = this.callSuper('createPath', pathData),\n topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n\n\n(function() {\n\n var getPointer = fabric.util.getPointer,\n degreesToRadians = fabric.util.degreesToRadians,\n isTouchEvent = fabric.util.isTouchEvent;\n\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop:before before drop event. same native event. This is added to handle edge cases\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n */\n fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */\n uniformScaling: true,\n\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */\n uniScaleKey: 'shiftKey',\n\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: false,\n\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n centeredKey: 'altKey',\n\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n altActionKey: 'shiftKey',\n\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */\n interactive: true,\n\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */\n selection: true,\n\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */\n selectionKey: 'shiftKey',\n\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */\n altSelectionKey: null,\n\n /**\n * Color of selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(100, 100, 255, 0.3)', // blue\n\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */\n selectionDashArray: [],\n\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */\n selectionBorderColor: 'rgba(255, 255, 255, 0.3)',\n\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */\n selectionLineWidth: 1,\n\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */\n selectionFullyContained: false,\n\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */\n hoverCursor: 'move',\n\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */\n moveCursor: 'move',\n\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */\n defaultCursor: 'default',\n\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */\n freeDrawingCursor: 'crosshair',\n\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */\n notAllowedCursor: 'not-allowed',\n\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */\n containerClass: 'canvas-container',\n\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */\n targetFindTolerance: 0,\n\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */\n skipTargetFind: false,\n\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */\n isDrawingMode: false,\n\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */\n preserveObjectStacking: false,\n\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */\n snapAngle: 0,\n\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */\n snapThreshold: null,\n\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n stopContextMenu: false,\n\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n fireRightClick: false,\n\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */\n fireMiddleClick: false,\n\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */\n targets: [],\n\n /**\n * When the option is enabled, PointerEvent is used instead of MouseEvent.\n * @type Boolean\n * @default\n */\n enablePointerEvents: false,\n\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */\n _hoveredTarget: null,\n\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */\n _hoveredTargets: [],\n\n /**\n * @private\n */\n _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n\n this._initRetinaScaling();\n\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n\n this.calcOffset();\n },\n\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */\n _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(),\n object, objsToRender, activeGroupObjects;\n\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for (var i = 0, length = this._objects.length; i < length; i++) {\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1 ) {\n objsToRender.push(object);\n }\n else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n }\n else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n this.hasLostContext = false;\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n renderTop: function () {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire('after:render');\n return this;\n },\n\n /**\n * @private\n */\n _normalizePointer: function (object, pointer) {\n var m = object.calcTransformMatrix(),\n invertedM = fabric.util.invertTransform(m),\n vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */\n isTargetTransparent: function (target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),\n targetRelativeX = Math.max(target.cacheTranslationX + (normalizedPointer.x * target.zoomX), 0),\n targetRelativeY = Math.max(target.cacheTranslationY + (normalizedPointer.y * target.zoomY), 0);\n\n var isTransparent = fabric.util.isTransparent(\n target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n\n return isTransparent;\n }\n\n var ctx = this.contextCache,\n originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n\n target.selectionBackgroundColor = '';\n\n this.clearContext(ctx);\n\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n\n target.selectionBackgroundColor = originalColor;\n\n var isTransparent = fabric.util.isTransparent(\n ctx, x, y, this.targetFindTolerance);\n\n return isTransparent;\n },\n\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */\n _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n\n if (Array.isArray(this.selectionKey)) {\n selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });\n }\n else {\n selectionKeyPressed = e[this.selectionKey];\n }\n\n return selectionKeyPressed;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _shouldClearSelection: function (e, target) {\n var activeObjects = this.getActiveObjects(),\n activeObject = this._activeObject;\n\n return (\n !target\n ||\n (target &&\n activeObject &&\n activeObjects.length > 1 &&\n activeObjects.indexOf(target) === -1 &&\n activeObject !== target &&\n !this._isSelectionKeyPressed(e))\n ||\n (target && !target.evented)\n ||\n (target &&\n !target.selectable &&\n activeObject &&\n activeObject !== target)\n );\n },\n\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */\n _shouldCenterTransform: function (target, action, altKey) {\n if (!target) {\n return;\n }\n\n var centerTransform;\n\n if (action === 'scale' || action === 'scaleX' || action === 'scaleY' || action === 'resizing') {\n centerTransform = this.centeredScaling || target.centeredScaling;\n }\n else if (action === 'rotate') {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n\n return centerTransform ? !altKey : altKey;\n },\n\n /**\n * should disappear before release 4.0\n * @private\n */\n _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n\n if (corner === 'ml' || corner === 'tl' || corner === 'bl') {\n origin.x = 'right';\n }\n else if (corner === 'mr' || corner === 'tr' || corner === 'br') {\n origin.x = 'left';\n }\n\n if (corner === 'tl' || corner === 'mt' || corner === 'tr') {\n origin.y = 'bottom';\n }\n else if (corner === 'bl' || corner === 'mb' || corner === 'br') {\n origin.y = 'top';\n }\n return origin;\n },\n\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */\n _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return 'drag';\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _setupCurrentTransform: function (e, target, alreadySelected) {\n if (!target) {\n return;\n }\n\n var pointer = this.getPointer(e), corner = target.__corner,\n control = target.controls[corner],\n actionHandler = (alreadySelected && corner) ?\n control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler,\n action = this._getActionFromCorner(alreadySelected, corner, e, target),\n origin = this._getOriginFromCorner(target, corner),\n altKey = e[this.centeredKey],\n transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target),\n };\n\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = 'center';\n transform.originY = 'center';\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */\n setCursor: function (value) {\n this.upperCanvasEl.style.cursor = value;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */\n _drawSelection: function (ctx) {\n var selector = this._groupSelector,\n viewportStart = new fabric.Point(selector.ex, selector.ey),\n start = fabric.util.transformPoint(viewportStart, this.viewportTransform),\n viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top),\n extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform),\n minX = Math.min(start.x, extent.x),\n minY = Math.min(start.y, extent.y),\n maxX = Math.max(start.x, extent.x),\n maxY = Math.max(start.y, extent.y),\n strokeOffset = this.selectionLineWidth / 2;\n\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */\n findTarget: function (e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n\n var ignoreZoom = true,\n pointer = this.getPointer(e, ignoreZoom),\n activeObject = this._activeObject,\n aObjects = this.getActiveObjects(),\n activeTarget, activeTargetSubs,\n isTouch = isTouchEvent(e),\n shouldLookForActive = (aObjects.length > 1 && !skipGroup) || aObjects.length === 1;\n\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 &&\n activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n }\n else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */\n _checkTarget: function(pointer, obj, globalPointer) {\n if (obj &&\n obj.visible &&\n obj.evented &&\n // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)\n ) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n }\n else {\n return true;\n }\n }\n },\n\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */\n _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while (i--) {\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ?\n this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */\n restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(\n pointer,\n fabric.util.invertTransform(this.viewportTransform)\n );\n },\n\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */\n getPointer: function (e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n\n var pointer = getPointer(e),\n upperCanvasEl = this.upperCanvasEl,\n bounds = upperCanvasEl.getBoundingClientRect(),\n boundsWidth = bounds.width || 0,\n boundsHeight = bounds.height || 0,\n cssScale;\n\n if (!boundsWidth || !boundsHeight ) {\n if ('top' in bounds && 'bottom' in bounds) {\n boundsHeight = Math.abs( bounds.top - bounds.bottom );\n }\n if ('right' in bounds && 'left' in bounds) {\n boundsWidth = Math.abs( bounds.right - bounds.left );\n }\n }\n\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = { width: 1, height: 1 };\n }\n else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */\n _createUpperCanvas: function () {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, ''),\n lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = '';\n }\n else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);\n\n this.wrapperEl.appendChild(upperCanvasEl);\n\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext('2d');\n },\n\n /**\n * Returns context of top canvas where interactions are drawn\n * @returns {CanvasRenderingContext2D}\n */\n getTopContext: function () {\n return this.contextTop;\n },\n\n /**\n * @private\n */\n _createCacheCanvas: function () {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute('width', this.width);\n this.cacheCanvasEl.setAttribute('height', this.height);\n this.contextCache = this.cacheCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _initWrapperElement: function () {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {\n 'class': this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + 'px',\n height: this.height + 'px',\n position: 'relative'\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */\n _applyCanvasStyle: function (element) {\n var width = this.width || element.width,\n height = this.height || element.height;\n\n fabric.util.setStyle(element, {\n position: 'absolute',\n width: width + 'px',\n height: height + 'px',\n left: 0,\n top: 0,\n 'touch-action': this.allowTouchScrolling ? 'manipulation' : 'none',\n '-ms-touch-action': this.allowTouchScrolling ? 'manipulation' : 'none'\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */\n _copyCanvasStyle: function (fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */\n getSelectionContext: function() {\n return this.contextTop;\n },\n\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */\n getSelectionElement: function () {\n return this.upperCanvasEl;\n },\n\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */\n getActiveObject: function () {\n return this._activeObject;\n },\n\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */\n getActiveObjects: function () {\n var active = this._activeObject;\n if (active) {\n if (active.type === 'activeSelection' && active._objects) {\n return active._objects.slice(0);\n }\n else {\n return [active];\n }\n }\n return [];\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire('before:selection:cleared', { target: obj });\n this._discardActiveObject();\n this.fire('selection:cleared', { target: obj });\n obj.fire('deselected');\n }\n if (obj === this._hoveredTarget){\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper('_onObjectRemoved', obj);\n },\n\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */\n _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(),\n added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire('deselected', {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire('selected', {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire('selection:updated', {\n e: e,\n selected: added,\n deselected: removed,\n });\n }\n else if (objects.length > 0) {\n this.fire('selection:created', {\n e: e,\n selected: added,\n });\n }\n else if (oldObjects.length > 0) {\n this.fire('selection:cleared', {\n e: e,\n deselected: removed,\n });\n }\n },\n\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setActiveObject: function (object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */\n _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({ e: e })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */\n _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({ e: e, object: object })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n discardActiveObject: function (e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire('before:selection:cleared', { target: activeObject, e: e });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n ['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper('clear');\n },\n\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */\n drawControls: function(ctx) {\n var activeObject = this._activeObject;\n\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance),\n object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */\n _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {\n var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n }\n else {\n return null;\n }\n },\n\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */\n _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper('_setSVGObject', markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n\n setViewportTransform: function (vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for (var prop in fabric.StaticCanvas) {\n if (prop !== 'prototype') {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n\n\n(function() {\n\n var addListener = fabric.util.addListener,\n removeListener = fabric.util.removeListener,\n RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1,\n addEventOptions = { passive: false };\n\n function checkClick(e, value) {\n return e.button && (e.button === value - 1);\n }\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */\n mainTouchId: null,\n\n /**\n * Adds mouse listeners to canvas\n * @private\n */\n _initEventListeners: function () {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, 'add');\n },\n\n /**\n * return an event prefix pointer or mouse.\n * @private\n */\n _getEventPrefix: function () {\n return this.enablePointerEvents ? 'pointer' : 'mouse';\n },\n\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, 'resize', this._onResize);\n functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n functor(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + 'out', this._onMouseOut);\n functor(canvasElement, eventTypePrefix + 'enter', this._onMouseEnter);\n functor(canvasElement, 'wheel', this._onMouseWheel);\n functor(canvasElement, 'contextmenu', this._onContextMenu);\n functor(canvasElement, 'dblclick', this._onDoubleClick);\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 if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);\n eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);\n eventjs[eventjsFunctor](canvasElement, 'orientation', this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);\n eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);\n }\n },\n\n /**\n * Removes all event listeners\n */\n removeListeners: function() {\n this.addOrRemove(removeListener, 'remove');\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n */\n _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, 'dragenter');\n this._onDragLeave = this._simpleEventHandler.bind(this, 'dragleave');\n this._onDrop = this._onDrop.bind(this);\n this.eventsBound = true;\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */\n _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */\n _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */\n _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire('mouse:out', { target: target, e: e });\n this._hoveredTarget = null;\n target && target.fire('mouseout', { e: e });\n\n var _this = this;\n this._hoveredTargets.forEach(function(_target){\n _this.fire('mouse:out', { target: target, e: e });\n _target && target.fire('mouseout', { e: e });\n });\n this._hoveredTargets = [];\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */\n _onMouseEnter: function(e) {\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 if (!this._currentTransform && !this.findTarget(e)) {\n this.fire('mouse:over', { target: null, e: e });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */\n _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */\n _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler('dragover', e);\n this._fireEnterLeaveEvents(target, e);\n },\n\n /**\n * `drop:before` is a an event that allow 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 * @param {Event} e\n */\n _onDrop: function (e) {\n this._simpleEventHandler('drop:before', e);\n return this._simpleEventHandler('drop', e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onContextMenu: function (e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onDoubleClick: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'dblclick');\n this._resetTransformEventData(e);\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: function(evt) {\n var changedTouches = evt.changedTouches;\n\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n\n if (this.enablePointerEvents) {\n return evt.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: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === 'touchend' && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDown: function (e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + 'down', _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUp: function (e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMove: function (e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n\n /**\n * @private\n */\n _onResize: function () {\n this.calcOffset();\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: function(target) {\n var activeObject = this._activeObject;\n\n if (\n !!activeObject !== !!target ||\n (activeObject && target && (activeObject !== target))\n ) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n }\n else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\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: function (e) {\n var target, transform = this._currentTransform,\n groupSelector = this._groupSelector, shouldRender = false,\n isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, 'up:before');\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'up', RIGHT_CLICK, isClick);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\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 if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = (\n this._shouldRender(target) ||\n (!targetWasActive && target === this._activeObject)\n );\n }\n }\n var corner, pointer;\n if (target) {\n corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {\n this.setActiveObject(target, e);\n shouldRender = true;\n }\n else {\n var control = target.controls[corner],\n mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n pointer = this.getPointer(e);\n mouseUpHandler(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 (transform && (transform.target !== target || transform.corner !== corner)) {\n var originalControl = transform.target && transform.target.controls[transform.corner],\n originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, target, control);\n pointer = pointer || this.getPointer(e);\n originalMouseUpHandler && originalMouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, 'up', LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n }\n else if (!isClick) {\n this.renderTop();\n }\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */\n _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e),\n targets = this.targets,\n options = {\n e: e,\n target: target,\n subTargets: targets,\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire(eventType, options);\n }\n return target;\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */\n _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target,\n targets = this.targets || [],\n options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === 'up') {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire('mouse:' + eventType, options);\n target && target.fire('mouse' + eventType, options);\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire('mouse' + eventType, options);\n }\n },\n\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */\n _finalizeCurrentTransform: function(e) {\n\n var transform = this._currentTransform,\n target = transform.target,\n options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action,\n };\n\n if (target._scaling) {\n target._scaling = false;\n }\n\n target.setCoords();\n\n if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {\n this._fire('modified', options);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, { e: e, pointer: pointer });\n this._handleEvent(e, 'down');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, { e: e, pointer: pointer });\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: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({ e: e, pointer: pointer });\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: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'down:before');\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'down', RIGHT_CLICK);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'down', MIDDLE_CLICK);\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 var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target),\n shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n }\n else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n\n if (this.selection && (!target ||\n (!target.selectable && !target.isEditing && target !== this._activeObject))) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === 'down') {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner],\n pointer = this.getPointer(e),\n mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, 'down');\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n\n /**\n * reset cache form common information needed during event processing\n * @private\n */\n _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\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: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n\n /**\n * @private\n */\n _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire('before:transform', {\n e: e,\n transform: t,\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: function (e) {\n this._handleEvent(e, 'move:before');\n this._cacheTransformEventData(e);\n var target, pointer;\n\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n var groupSelector = this._groupSelector;\n\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n\n this.renderTop();\n }\n else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n }\n else {\n this._transformObject(e);\n }\n this._handleEvent(e, 'move');\n this._resetTransformEventData();\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: function(target, e) {\n var _hoveredTarget = this._hoveredTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: 'mouseout',\n canvasEvtOut: 'mouse:out',\n evtIn: 'mouseover',\n canvasEvtIn: 'mouse:over',\n });\n for (var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'mouseout',\n evtIn: 'mouseover',\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\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 {Event} e Event object fired on ondrag\n * @private\n */\n _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n for (var i = 0; i < length; i++) {\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'dragleave',\n evtIn: 'dragenter',\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 {Event} e 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: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires,\n targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = { e: e, target: target, previousTarget: oldTarget };\n outOpt = { e: e, target: oldTarget, nextTarget: target };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'wheel');\n this._resetTransformEventData();\n },\n\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */\n _transformObject: function(e) {\n var pointer = this.getPointer(e),\n transform = this._currentTransform;\n\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n\n /**\n * @private\n */\n _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x,\n y = pointer.y,\n action = transform.action,\n actionPerformed = false,\n actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n\n\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\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 * @private\n */\n _fire: fabric.controlsUtils.fireEvent,\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: function (e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor,\n activeSelection = this._activeObject && this._activeObject.type === 'activeSelection' ?\n this._activeObject : null,\n // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target))\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._findTargetCorner(this.getPointer(e, true));\n\n if (!corner) {\n if (target.subTargetCheck){\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target){\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n }\n else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n\n /**\n * @private\n */\n getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n\n\n(function() {\n\n var min = Math.min,\n max = Math.max;\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */\n _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&\n (activeObject !== target || activeObject.type === 'activeSelection') && !target.onSelect({ e: e });\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _handleGrouping: function (e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === 'activeSelection') {\n this._updateActiveSelection(target, e);\n }\n else {\n this._createActiveSelection(target, e);\n }\n },\n\n /**\n * @private\n */\n _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject,\n currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n }\n else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n\n /**\n * @private\n */\n _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n\n /**\n * @private\n * @param {Object} target\n */\n _createGroup: function(target) {\n var objects = this._objects,\n isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),\n groupObjects = isActiveLower\n ? [this._activeObject, target]\n : [target, this._activeObject];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n\n /**\n * @private\n * @param {Event} e mouse event\n */\n _groupSelectedObjects: function (e) {\n\n var group = this._collectObjects(e),\n aGroup;\n\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n }\n else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n\n /**\n * @private\n */\n _collectObjects: function(e) {\n var group = [],\n currentObject,\n x1 = this._groupSelector.ex,\n y1 = this._groupSelector.ey,\n x2 = x1 + this._groupSelector.left,\n y2 = y1 + this._groupSelector.top,\n selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)),\n selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)),\n allowIntersect = !this.selectionFullyContained,\n isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for (var i = this._objects.length; i--; ) {\n currentObject = this._objects[i];\n\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n\n if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true)) ||\n currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) ||\n (allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true)) ||\n (allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true))\n ) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({ e: e });\n });\n }\n\n return group;\n },\n\n /**\n * @private\n */\n _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n\n})();\n\n\n(function () {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */\n toDataURL: function (options) {\n options || (options = { });\n\n var format = options.format || 'png',\n quality = options.quality || 1,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1),\n canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */\n toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || { };\n var scaledWidth = (cropping.width || this.width) * multiplier,\n scaledHeight = (cropping.height || this.height) * multiplier,\n zoom = this.getZoom(),\n originalWidth = this.width,\n originalHeight = this.height,\n newZoom = zoom * multiplier,\n vp = this.viewportTransform,\n translateX = (vp[4] - (cropping.left || 0)) * multiplier,\n translateY = (vp[5] - (cropping.top || 0)) * multiplier,\n originalInteractive = this.interactive,\n newVp = [newZoom, 0, 0, newZoom, translateX, translateY],\n originalRetina = this.enableRetinaScaling,\n canvasEl = fabric.util.createCanvasElement(),\n originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext('2d'), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n },\n });\n\n})();\n\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */\n loadFromJSON: function (json, callback, reviver) {\n if (!json) {\n return;\n }\n\n // serialize if it wasn't already\n var serialized = (typeof json === 'string')\n ? JSON.parse(json)\n : fabric.util.object.clone(json);\n\n var _this = this,\n clipPath = serialized.clipPath,\n renderOnAddRemove = this.renderOnAddRemove;\n\n this.renderOnAddRemove = false;\n\n delete serialized.clipPath;\n\n this._enlivenObjects(serialized.objects, function (enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function () {\n if (clipPath) {\n _this._enlivenObjects([clipPath], function (enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n }\n else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n\n var cbIfLoaded = function () {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n\n this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);\n },\n\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */\n __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n\n if (property === 'backgroundImage' || property === 'overlayImage') {\n fabric.util.enlivenObjects([value], function(enlivedObject){\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n }\n else {\n this['set' + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */\n _enlivenObjects: function (objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */\n _toDataURL: function (format, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURL(format));\n });\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */\n _toDataURLWithMultiplier: function (format, multiplier, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */\n clone: function (callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */\n cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n\n el.width = this.width;\n el.height = this.height;\n\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n }\n else {\n callback && callback(clone);\n }\n }\n});\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n capitalize = fabric.util.string.capitalize,\n degreesToRadians = fabric.util.degreesToRadians,\n objectCaching = !fabric.isLikelyNode,\n ALIASING_LIMIT = 2;\n\n if (fabric.Object) {\n return;\n }\n\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */\n fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */\n type: 'object',\n\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originX: 'left',\n\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originY: 'top',\n\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */\n top: 0,\n\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */\n left: 0,\n\n /**\n * Object width\n * @type Number\n * @default\n */\n width: 0,\n\n /**\n * Object height\n * @type Number\n * @default\n */\n height: 0,\n\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */\n scaleX: 1,\n\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */\n scaleY: 1,\n\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */\n flipX: false,\n\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */\n flipY: false,\n\n /**\n * Opacity of an object\n * @type Number\n * @default\n */\n opacity: 1,\n\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */\n angle: 0,\n\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewX: 0,\n\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewY: 0,\n\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */\n cornerSize: 13,\n\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */\n touchCornerSize: 24,\n\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */\n transparentCorners: true,\n\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */\n hoverCursor: null,\n\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */\n moveCursor: null,\n\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */\n padding: 0,\n\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */\n borderColor: 'rgb(178,204,255)',\n\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n borderDashArray: null,\n\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */\n cornerColor: 'rgb(178,204,255)',\n\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */\n cornerStrokeColor: null,\n\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */\n cornerStyle: 'rect',\n\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n cornerDashArray: null,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: true,\n\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n fill: 'rgb(0,0,0)',\n\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */\n fillRule: 'nonzero',\n\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */\n globalCompositeOperation: 'source-over',\n\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n backgroundColor: '',\n\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */\n selectionBackgroundColor: '',\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */\n strokeWidth: 1,\n\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */\n strokeDashArray: null,\n\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */\n strokeDashOffset: 0,\n\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'butt',\n\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'miter',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */\n strokeMiterLimit: 4,\n\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */\n borderOpacityWhenMoving: 0.4,\n\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */\n borderScaleFactor: 1,\n\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */\n minScaleLimit: 0,\n\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */\n selectable: true,\n\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */\n evented: true,\n\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */\n visible: true,\n\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */\n hasControls: true,\n\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */\n hasBorders: true,\n\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */\n lockMovementX: false,\n\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */\n lockMovementY: false,\n\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */\n lockRotation: false,\n\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingX: false,\n\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingY: false,\n\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingX: false,\n\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingY: false,\n\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */\n lockScalingFlip: false,\n\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n excludeFromExport: false,\n\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */\n objectCaching: objectCaching,\n\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */\n statefullCache: false,\n\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n noScaleCache: true,\n\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * this Property does not work on Text classes or drawing call that uses strokeText,fillText methods\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */\n strokeUniform: false,\n\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n dirty: true,\n\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */\n __corner: 0,\n\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */\n paintFirst: 'fill',\n\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */\n activeOn: 'down',\n\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: (\n 'top left width height scaleX scaleY flipX flipY originX originY transformMatrix ' +\n 'stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit ' +\n 'angle opacity fill globalCompositeOperation shadow visible backgroundColor ' +\n 'skewX skewY fillRule paintFirst clipPath strokeUniform'\n ).split(' '),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: (\n 'fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform' +\n ' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'\n ).split(' '),\n\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */\n colorProperties: (\n 'fill stroke backgroundColor'\n ).split(' '),\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */\n inverted: false,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */\n absolutePositioned: false,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */\n _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext('2d');\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal,\n width = dims.width, height = dims.height,\n max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal),\n capValue = fabric.util.capValue,\n x = capValue(min, limitedDims.x, max),\n y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(),\n // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0),\n neededX = dim.x * objectScale.scaleX / this.scaleX,\n neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */\n _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target,\n action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === 'scale') {\n return false;\n }\n }\n var canvas = this._cacheCanvas,\n dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n minCacheSize = fabric.minCacheSideLimit,\n width = dims.width, height = dims.height, drawingWidth, drawingHeight,\n zoomX = dims.zoomX, zoomY = dims.zoomY,\n dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight,\n zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY,\n shouldRedraw = dimensionsChanged || zoomChanged,\n additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width,\n canvasHeight = this._cacheCanvas.height,\n sizeGrowing = width > canvasWidth || height > canvasHeight,\n sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) &&\n canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n }\n else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, 'fill');\n this._initGradient(options.stroke, 'stroke');\n this._initPattern(options.fill, 'fill');\n this._initPattern(options.stroke, 'stroke');\n },\n\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */\n transform: function(ctx) {\n var needFullTransform = (this.group && !this.group._transformDone) ||\n (this.group && this.canvas && ctx === this.canvas.contextTop);\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n\n object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,\n stroke: (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: (this.shadow && this.shadow.toObject) ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS),\n };\n\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n\n return object;\n },\n\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * @private\n * @param {Object} object\n */\n _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype,\n stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === 'left' || prop === 'top') {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n // basically a check for [] === []\n if (Array.isArray(object[prop]) && Array.isArray(prototype[prop])\n && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n\n return object;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */\n getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return { scaleX: Math.abs(options.scaleX), scaleY: Math.abs(options.scaleY) };\n },\n\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */\n getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return { scaleX: scaleX, scaleY: scaleY };\n },\n\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */\n getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */\n _set: function(key, value) {\n var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),\n isChanged = this[key] !== value, groupNeedsUpdate = false;\n\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === 'scaleX' && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n }\n else if (key === 'scaleY' && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n }\n else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n }\n else if (key === 'dirty' && this.group) {\n this.group.set('dirty', value);\n }\n\n this[key] = value;\n\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set('dirty', true);\n }\n else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set('dirty', true);\n }\n }\n return this;\n },\n\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */\n setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */\n getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */\n isNotVisible: function() {\n return this.opacity === 0 ||\n (!this.width && !this.height && this.strokeWidth === 0) ||\n !this.visible;\n },\n\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n }\n else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({ propertySet: 'cacheProperties' });\n }\n }\n ctx.restore();\n },\n\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas || !this._cacheContext) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */\n _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this._cacheContext = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasStroke: function() {\n return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0;\n },\n\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasFill: function() {\n return this.fill && this.fill !== 'transparent';\n },\n\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */\n needsItsOwnCache: function() {\n if (this.paintFirst === 'stroke' &&\n this.hasFill() && this.hasStroke() && typeof this.shadow === 'object') {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */\n shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || (\n this.objectCaching &&\n (!this.group || !this.group.isOnACache())\n );\n return this.ownCaching;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */\n willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Object} clipPath\n */\n drawClipPathOnCache: function(ctx, clipPath) {\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (clipPath.inverted) {\n ctx.globalCompositeOperation = 'destination-out';\n }\n else {\n ctx.globalCompositeOperation = 'destination-in';\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (clipPath.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n clipPath.transform(ctx);\n ctx.scale(1 / clipPath.zoomX, 1 / clipPath.zoomY);\n ctx.drawImage(clipPath._cacheCanvas, -clipPath.cacheTranslationX, -clipPath.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = 'black';\n this.stroke = '';\n this._setClippingProperties(ctx);\n }\n else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx, this.clipPath);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n\n /**\n * Prepare clipPath state and cache and draw it on instance's cache\n * @param {CanvasRenderingContext2D} ctx\n * @param {fabric.Object} clipPath\n */\n _drawClipPath: function (ctx, clipPath) {\n if (!clipPath) { return; }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n clipPath.canvas = this.canvas;\n clipPath.shouldCache();\n clipPath._transformDone = true;\n clipPath.renderCache({ forClipping: true });\n this.drawClipPathOnCache(ctx, clipPath);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */\n isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && this._cacheContext && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n }\n else {\n if (this.dirty ||\n (this.clipPath && this.clipPath.absolutePositioned) ||\n (this.statefullCache && this.hasStateChanged('cacheProperties'))\n ) {\n if (this._cacheCanvas && this._cacheContext && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n\n ctx.fillRect(\n -dim.x / 2,\n -dim.y / 2,\n dim.x,\n dim.y\n );\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n }\n else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n }\n else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n }\n else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n }\n else {\n ctx.fillStyle = fill;\n }\n }\n },\n\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = 'transparent';\n ctx.fillStyle = '#000000';\n },\n\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */\n _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n\n /**\n * Renders controls and borders for the object\n * the context here is not transformed\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */\n _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(),\n matrix = this.calcTransformMatrix(),\n options, drawBorders, drawControls;\n styleOverride = styleOverride || { };\n drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n if (this.flipX) {\n options.angle -= 180;\n }\n ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n }\n else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n var shadow = this.shadow, canvas = this.canvas, scaling,\n multX = (canvas && canvas.viewportTransform[0]) || 1,\n multY = (canvas && canvas.viewportTransform[3]) || 1;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant *\n (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */\n _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return { offsetX: 0, offsetY: 0 };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0,\n offsetY = -this.height / 2 + filler.offsetY || 0;\n\n if (filler.gradientUnits === 'percentage') {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n }\n else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return { offsetX: offsetX, offsetY: offsetY };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n }\n else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(/* ctx */) {\n\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === 'evenodd') {\n ctx.fill('evenodd');\n }\n else {\n ctx.fill();\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n }\n else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */\n _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(),\n width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(\n dims.zoomX / this.scaleX / retinaScaling,\n dims.zoomY / this.scaleY / retinaScaling\n );\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(\n retinaScaling * this.scaleX / dims.zoomX,\n retinaScaling * this.scaleY / dims.zoomY\n );\n ctx.strokeStyle = pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return { x: this.left + this.width / 2, y: this.top + this.height / 2 };\n },\n\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */\n _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set('scaleX', options.scaleX);\n this.set('scaleY', options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */\n _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */\n clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n }\n else {\n fabric.Object._fromObject('Object', objectForm, callback);\n }\n },\n\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */\n cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */\n toCanvasElement: function(options) {\n options || (options = { });\n\n var utils = fabric.util, origParams = utils.saveObjectTransform(this),\n originalGroup = this.group,\n originalShadow = this.shadow, abs = Math.abs,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n\n var el = fabric.util.createCanvasElement(),\n // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true),\n shadow = this.shadow, scaling,\n shadowOffset = { x: 0, y: 0 }, shadowBlur,\n width, height;\n\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false,\n });\n if (options.format === 'jpeg') {\n canvas.backgroundColor = '#fff';\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');\n\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set('canvas', originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n\n return canvasEl;\n },\n\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */\n toDataURL: function(options) {\n options || (options = { });\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);\n },\n\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */\n isType: function(type) {\n return arguments.length > 1 ? Array.from(arguments).includes(this.type) : this.type === type;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */\n complexity: function() {\n return 1;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */\n toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;\n\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n\n this.set('angle', angle);\n\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n\n return this;\n },\n\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerH: function () {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterH: function () {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerV: function () {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterV: function () {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n center: function () {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenter: function () {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */\n getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y),\n objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(\n pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */\n _setupCompositeOperation: function (ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n },\n\n /**\n * cancel instance's running animations\n * override if necessary to dispose artifacts such as `clipPath`\n */\n dispose: function () {\n if (fabric.runningAnimations) {\n fabric.runningAnimations.cancelByTarget(this);\n }\n }\n });\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n\n extend(fabric.Object.prototype, fabric.Observable);\n\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */\n fabric.Object.NUM_FRACTION_DIGITS = 2;\n\n /**\n * Defines which properties should be enlivened from the object passed to {@link fabric.Object._fromObject}\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type string[]\n */\n fabric.Object.ENLIVEN_PROPS = ['clipPath'];\n\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {\n if (typeof patterns[0] !== 'undefined') {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== 'undefined') {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjectEnlivables(object, object, function () {\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */\n fabric.Object.__uid = 0;\n})( true ? exports : 0);\n\n\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians,\n originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n },\n originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x,\n y = point.y,\n offsetX, offsetY, dim;\n\n if (typeof fromOriginX === 'string') {\n fromOriginX = originXOffset[fromOriginX];\n }\n else {\n fromOriginX -= 0.5;\n }\n\n if (typeof toOriginX === 'string') {\n toOriginX = originXOffset[toOriginX];\n }\n else {\n toOriginX -= 0.5;\n }\n\n offsetX = toOriginX - fromOriginX;\n\n if (typeof fromOriginY === 'string') {\n fromOriginY = originYOffset[fromOriginY];\n }\n else {\n fromOriginY -= 0.5;\n }\n\n if (typeof toOriginY === 'string') {\n toOriginY = originYOffset[toOriginY];\n }\n else {\n toOriginY -= 0.5;\n }\n\n offsetY = toOriginY - fromOriginY;\n\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n\n return new fabric.Point(x, y);\n },\n\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */\n getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */\n // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(),\n p, p2;\n\n if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {\n p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n }\n else {\n p = new fabric.Point(this.left, this.top);\n }\n\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */\n // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */\n setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY),\n position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set('left', position.x);\n this.set('top', position.y);\n },\n\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */\n adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle),\n hypotFull = this.getScaledWidth(),\n xFull = fabric.util.cos(angle) * hypotFull,\n yFull = fabric.util.sin(angle) * hypotFull,\n offsetFrom, offsetTo;\n\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === 'string') {\n offsetFrom = originXOffset[this.originX];\n }\n else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === 'string') {\n offsetTo = originXOffset[to];\n }\n else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */\n _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n\n var center = this.getCenterPoint();\n\n this.originX = 'center';\n this.originY = 'center';\n\n this.left = center.x;\n this.top = center.y;\n },\n\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */\n _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(\n this.getCenterPoint(),\n this._originalOriginX,\n this._originalOriginY);\n\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n\n this.left = originPoint.x;\n this.top = originPoint.y;\n\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n\n /**\n * @private\n */\n _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');\n },\n });\n\n})();\n\n\n(function() {\n\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n\n var util = fabric.util,\n degreesToRadians = util.degreesToRadians,\n multiplyMatrices = util.multiplyTransformMatrices,\n transformPoint = util.transformPoint;\n\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */\n oCoords: null,\n\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */\n aCoords: null,\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords.\n * @memberOf fabric.Object.prototype\n */\n lineCoords: null,\n\n /**\n * storage for object transform matrix\n */\n ownMatrixCache: null,\n\n /**\n * storage for object full transform matrix\n */\n matrixCache: null,\n\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */\n controls: { },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */\n _getCoords: function(absolute, calculate) {\n if (calculate) {\n return (absolute ? this.calcACoords() : this.calcLineCoords());\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return (absolute ? this.aCoords : this.lineCoords);\n },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */\n getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */\n intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate),\n intersection = fabric.Intersection.intersectPolygonRectangle(\n coords,\n pointTL,\n pointBR\n );\n return intersection.status === 'Intersection';\n },\n\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */\n intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(\n this.getCoords(absolute, calculate),\n other.getCoords(absolute, calculate)\n );\n\n return intersection.status === 'Intersection'\n || other.isContainedWithinObject(this, absolute, calculate)\n || this.isContainedWithinObject(other, absolute, calculate);\n },\n\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */\n isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate),\n otherCoords = absolute ? other.aCoords : other.lineCoords,\n i = 0, lines = other._getImageLines(otherCoords);\n for (; i < 4; i++) {\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */\n isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n\n return (\n boundingRect.left >= pointTL.x &&\n boundingRect.left + boundingRect.width <= pointBR.x &&\n boundingRect.top >= pointTL.y &&\n boundingRect.top + boundingRect.height <= pointBR.y\n );\n },\n\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */\n containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate),\n lines = lines || this._getImageLines(coords),\n xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return (xPoints !== 0 && xPoints % 2 === 1);\n },\n\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */\n isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x &&\n point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */\n _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */\n isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) &&\n (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */\n _getImageLines: function(oCoords) {\n\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n\n return lines;\n },\n\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */\n // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, // yi,\n xcount = 0,\n iLine;\n\n for (var lineKey in lines) {\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {\n continue;\n }\n // optimisation 3: vertical line case\n if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {\n xi = iLine.o.x;\n // yi = point.y;\n }\n // calculate the intersection point\n else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */\n getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */\n getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */\n getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */\n _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n }\n else {\n return this.minScaleLimit;\n }\n }\n else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scale: function(value) {\n this._set('scaleX', value);\n this._set('scaleY', value);\n return this.setCoords();\n },\n\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(),\n padding = this.padding, angle = degreesToRadians(this.angle),\n cos = util.cos(angle), sin = util.sin(angle),\n cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP,\n cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt),\n };\n\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n\n return lineCoords;\n },\n\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n vpt = this.getViewportTransform(),\n startMatrix = multiplyMatrices(vpt, translateMatrix),\n finalMatrix = multiplyMatrices(startMatrix, rotateMatrix),\n finalMatrix = multiplyMatrices(finalMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),\n dim = this._calculateCurrentDimensions(),\n coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix),\n dim = this._getTransformedDimensions(),\n w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({ x: -w, y: -h }, finalMatrix),\n tr: transformPoint({ x: w, y: -h }, finalMatrix),\n bl: transformPoint({ x: -w, y: h }, finalMatrix),\n br: transformPoint({ x: w, y: h }, finalMatrix)\n };\n },\n\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}\n *\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */\n _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */\n _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [1, 0, 0, 1, center.x, center.y];\n },\n\n transformMatrixKey: function(skipGroup) {\n var sep = '_', prefix = '';\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n };\n return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY +\n sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY +\n sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */\n calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */\n calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(),\n options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY,\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth,\n w = this.width + strokeWidth,\n h = this.height + strokeWidth;\n return { x: w, y: h };\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === 'undefined') {\n skewX = this.skewX;\n }\n if (typeof skewY === 'undefined') {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY,\n noSkew = skewX === 0 && skewY === 0;\n\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n }\n else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY,\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */\n _finalizeDimensions: function(width, height) {\n return this.strokeUniform ?\n { x: width + this.strokeWidth, y: height + this.strokeWidth }\n :\n { x: width, y: height };\n },\n\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */\n _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(),\n dim = this._getTransformedDimensions(),\n p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n },\n });\n})();\n\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n moveTo: function(index) {\n if (this.group && this.group.type !== 'activeSelection') {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n }\n else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n\n\n/* _TO_SVG_START_ */\n(function() {\n function getSvgColorString(prop, value) {\n if (!value) {\n return prop + ': none; ';\n }\n else if (value.toLive) {\n return prop + ': url(#SVGID_' + value.id + '); ';\n }\n else {\n var color = new fabric.Color(value),\n str = prop + ': ' + color.toRgb() + '; ',\n opacity = color.getAlpha();\n if (opacity !== 1) {\n //change the color in rgb + opacity\n str += prop + '-opacity: ' + opacity.toString() + '; ';\n }\n return str;\n }\n }\n\n var toFixed = fabric.util.toFixed;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Returns styles-string for svg-export\n * @param {Boolean} skipShadow a boolean to skip shadow filter output\n * @return {String}\n */\n getSvgStyles: function(skipShadow) {\n\n var fillRule = this.fillRule ? this.fillRule : 'nonzero',\n strokeWidth = this.strokeWidth ? this.strokeWidth : '0',\n strokeDashArray = this.strokeDashArray ? this.strokeDashArray.join(' ') : 'none',\n strokeDashOffset = this.strokeDashOffset ? this.strokeDashOffset : '0',\n strokeLineCap = this.strokeLineCap ? this.strokeLineCap : 'butt',\n strokeLineJoin = this.strokeLineJoin ? this.strokeLineJoin : 'miter',\n strokeMiterLimit = this.strokeMiterLimit ? this.strokeMiterLimit : '4',\n opacity = typeof this.opacity !== 'undefined' ? this.opacity : '1',\n visibility = this.visible ? '' : ' visibility: hidden;',\n filter = skipShadow ? '' : this.getSvgFilter(),\n fill = getSvgColorString('fill', this.fill),\n stroke = getSvgColorString('stroke', this.stroke);\n\n return [\n stroke,\n 'stroke-width: ', strokeWidth, '; ',\n 'stroke-dasharray: ', strokeDashArray, '; ',\n 'stroke-linecap: ', strokeLineCap, '; ',\n 'stroke-dashoffset: ', strokeDashOffset, '; ',\n 'stroke-linejoin: ', strokeLineJoin, '; ',\n 'stroke-miterlimit: ', strokeMiterLimit, '; ',\n fill,\n 'fill-rule: ', fillRule, '; ',\n 'opacity: ', opacity, ';',\n filter,\n visibility\n ].join('');\n },\n\n /**\n * Returns styles-string for svg-export\n * @param {Object} style the object from which to retrieve style properties\n * @param {Boolean} useWhiteSpace a boolean to include an additional attribute in the style.\n * @return {String}\n */\n getSvgSpanStyles: function(style, useWhiteSpace) {\n var term = '; ';\n var fontFamily = style.fontFamily ?\n 'font-family: ' + (((style.fontFamily.indexOf('\\'') === -1 && style.fontFamily.indexOf('\"') === -1) ?\n '\\'' + style.fontFamily + '\\'' : style.fontFamily)) + term : '';\n var strokeWidth = style.strokeWidth ? 'stroke-width: ' + style.strokeWidth + term : '',\n fontFamily = fontFamily,\n fontSize = style.fontSize ? 'font-size: ' + style.fontSize + 'px' + term : '',\n fontStyle = style.fontStyle ? 'font-style: ' + style.fontStyle + term : '',\n fontWeight = style.fontWeight ? 'font-weight: ' + style.fontWeight + term : '',\n fill = style.fill ? getSvgColorString('fill', style.fill) : '',\n stroke = style.stroke ? getSvgColorString('stroke', style.stroke) : '',\n textDecoration = this.getSvgTextDecoration(style),\n deltaY = style.deltaY ? 'baseline-shift: ' + (-style.deltaY) + '; ' : '';\n if (textDecoration) {\n textDecoration = 'text-decoration: ' + textDecoration + term;\n }\n\n return [\n stroke,\n strokeWidth,\n fontFamily,\n fontSize,\n fontStyle,\n fontWeight,\n textDecoration,\n fill,\n deltaY,\n useWhiteSpace ? 'white-space: pre; ' : ''\n ].join('');\n },\n\n /**\n * Returns text-decoration property for svg-export\n * @param {Object} style the object from which to retrieve style properties\n * @return {String}\n */\n getSvgTextDecoration: function(style) {\n return ['overline', 'underline', 'line-through'].filter(function(decoration) {\n return style[decoration.replace('-', '')];\n }).join(' ');\n },\n\n /**\n * Returns filter for svg shadow\n * @return {String}\n */\n getSvgFilter: function() {\n return this.shadow ? 'filter: url(#SVGID_' + this.shadow.id + ');' : '';\n },\n\n /**\n * Returns id attribute for svg output\n * @return {String}\n */\n getSvgCommons: function() {\n return [\n this.id ? 'id=\"' + this.id + '\" ' : '',\n this.clipPath ? 'clip-path=\"url(#' + this.clipPath.clipPathId + ')\" ' : '',\n ].join('');\n },\n\n /**\n * Returns transform-string for svg-export\n * @param {Boolean} use the full transform or the single object one.\n * @return {String}\n */\n getSvgTransform: function(full, additionalTransform) {\n var transform = full ? this.calcTransformMatrix() : this.calcOwnMatrix(),\n svgTransform = 'transform=\"' + fabric.util.matrixToSVG(transform);\n return svgTransform +\n (additionalTransform || '') + '\" ';\n },\n\n _setSVGBg: function(textBgRects) {\n if (this.backgroundColor) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n textBgRects.push(\n '\\t\\t\\n');\n }\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n return this._createBaseSVGMarkup(this._toSVG(reviver), { reviver: reviver });\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n return '\\t' + this._createBaseClipPathSVGMarkup(this._toSVG(reviver), { reviver: reviver });\n },\n\n /**\n * @private\n */\n _createBaseClipPathSVGMarkup: function(objectMarkup, options) {\n options = options || {};\n var reviver = options.reviver,\n additionalTransform = options.additionalTransform || '',\n commonPieces = [\n this.getSvgTransform(true, additionalTransform),\n this.getSvgCommons(),\n ].join(''),\n // insert commons in the markup, style and svgCommons\n index = objectMarkup.indexOf('COMMON_PARTS');\n objectMarkup[index] = commonPieces;\n return reviver ? reviver(objectMarkup.join('')) : objectMarkup.join('');\n },\n\n /**\n * @private\n */\n _createBaseSVGMarkup: function(objectMarkup, options) {\n options = options || {};\n var noStyle = options.noStyle,\n reviver = options.reviver,\n styleInfo = noStyle ? '' : 'style=\"' + this.getSvgStyles() + '\" ',\n shadowInfo = options.withShadow ? 'style=\"' + this.getSvgFilter() + '\" ' : '',\n clipPath = this.clipPath,\n vectorEffect = this.strokeUniform ? 'vector-effect=\"non-scaling-stroke\" ' : '',\n absoluteClipPath = clipPath && clipPath.absolutePositioned,\n stroke = this.stroke, fill = this.fill, shadow = this.shadow,\n commonPieces, markup = [], clipPathMarkup,\n // insert commons in the markup, style and svgCommons\n index = objectMarkup.indexOf('COMMON_PARTS'),\n additionalTransform = options.additionalTransform;\n if (clipPath) {\n clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;\n clipPathMarkup = '\\n' +\n clipPath.toClipPathSVG(reviver) +\n '\\n';\n }\n if (absoluteClipPath) {\n markup.push(\n '\\n'\n );\n }\n markup.push(\n '\\n'\n );\n commonPieces = [\n styleInfo,\n vectorEffect,\n noStyle ? '' : this.addPaintOrder(), ' ',\n additionalTransform ? 'transform=\"' + additionalTransform + '\" ' : '',\n ].join('');\n objectMarkup[index] = commonPieces;\n if (fill && fill.toLive) {\n markup.push(fill.toSVG(this));\n }\n if (stroke && stroke.toLive) {\n markup.push(stroke.toSVG(this));\n }\n if (shadow) {\n markup.push(shadow.toSVG(this));\n }\n if (clipPath) {\n markup.push(clipPathMarkup);\n }\n markup.push(objectMarkup.join(''));\n markup.push('\\n');\n absoluteClipPath && markup.push('\\n');\n return reviver ? reviver(markup.join('')) : markup.join('');\n },\n\n addPaintOrder: function() {\n return this.paintFirst !== 'fill' ? ' paint-order=\"' + this.paintFirst + '\" ' : '';\n }\n });\n})();\n/* _TO_SVG_END_ */\n\n\n(function() {\n\n var extend = fabric.util.object.extend,\n originalSet = 'stateProperties';\n\n /*\n Depends on `stateProperties`\n */\n function saveProps(origin, destination, props) {\n var tmpObj = { }, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n\n extend(origin[destination], tmpObj, deep);\n }\n\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n }\n else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for (var i = 0, len = origValue.length; i < len; i++) {\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n }\n else if (origValue && typeof origValue === 'object') {\n var keys = Object.keys(origValue), key;\n if (!currentValue ||\n typeof currentValue !== 'object' ||\n (!firstPass && keys.length !== Object.keys(currentValue).length)\n ) {\n return false;\n }\n for (var i = 0, len = keys.length; i < len; i++) {\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === 'canvas' || key === 'group') {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */\n hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = '_' + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet,\n destination = '_' + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n setupState: function(options) {\n options = options || { };\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this['_' + propertySet] = { };\n this.saveState(options);\n return this;\n }\n });\n})();\n\n\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */\n _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {\n return false;\n }\n\n var ex = pointer.x,\n ey = pointer.y,\n xPoints,\n lines, keys = Object.keys(this.oCoords),\n j = keys.length - 1, i;\n this.__corner = 0;\n\n // cycle in reverse order so we pick first the one on top\n for (; j >= 0; j--) {\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n\n xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */\n forEachControl: function(fn) {\n for (var i in this.controls) {\n fn(this.controls[i], i, this);\n };\n },\n\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */\n _setCornerCoords: function() {\n var coords = this.oCoords;\n\n for (var control in coords) {\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(\n this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(\n this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor ||\n (this.canvas && !this.canvas.interactive) ||\n (this.canvas && this.canvas._activeObject !== this)\n ) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),\n vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(),\n strokeWidth = this.borderScaleFactor,\n width = wh.x + strokeWidth,\n height = wh.y + strokeWidth,\n hasControls = typeof styleOverride.hasControls !== 'undefined' ?\n styleOverride.hasControls : this.hasControls,\n shouldStroke = false;\n\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(\n control.x * width + control.offsetX,\n control.y * height + control.offsetY\n );\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options),\n strokeWidth = this.strokeWidth,\n strokeUniform = this.strokeUniform,\n borderScaleFactor = this.borderScaleFactor,\n width =\n bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor,\n height =\n bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n ctx.restore();\n return this;\n },\n\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n\n return this;\n },\n\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */\n isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlsVisibility: function(options) {\n options || (options = { });\n\n for (var p in options) {\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\n\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */\n FX_DURATION: 500,\n\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxCenterObjectH: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.left,\n endValue: this.getCenterPoint().x,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('left', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxCenterObjectV: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.top,\n endValue: this.getCenterPoint().y,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('top', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n },\n\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.AnimationContext} context\n */\n fxRemove: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('opacity', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function () {\n _this.remove(object);\n onComplete();\n }\n });\n }\n});\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @return {fabric.AnimationContext | fabric.AnimationContext[]} animation context (or an array if passed multiple properties)\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */\n animate: function () {\n if (arguments[0] && typeof arguments[0] === 'object') {\n var propsToAnimate = [], prop, skipCallbacks, out = [];\n for (prop in arguments[0]) {\n propsToAnimate.push(prop);\n }\n for (var i = 0, len = propsToAnimate.length; i < len; i++) {\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n out.push(this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks));\n }\n return out;\n }\n else {\n return this._animate.apply(this, arguments);\n }\n },\n\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */\n _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n\n to = to.toString();\n\n if (!options) {\n options = { };\n }\n else {\n options = fabric.util.object.clone(options);\n }\n\n if (~property.indexOf('.')) {\n propPair = property.split('.');\n }\n\n var propIsColor =\n _this.colorProperties.indexOf(property) > -1 ||\n (propPair && _this.colorProperties.indexOf(propPair[1]) > -1);\n\n var currentValue = propPair\n ? this.get(propPair[0])[propPair[1]]\n : this.get(property);\n\n if (!('from' in options)) {\n options.from = currentValue;\n }\n\n if (!propIsColor) {\n if (~to.indexOf('=')) {\n to = currentValue + parseFloat(to.replace('=', ''));\n }\n else {\n to = parseFloat(to);\n }\n }\n\n var _options = {\n target: this,\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function (value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n }\n else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function (value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n }\n else {\n return fabric.util.animate(_options);\n }\n }\n});\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n coordProps = { x1: 1, x2: 1, y1: 1, y2: 1 };\n\n if (fabric.Line) {\n fabric.warn('fabric.Line is already defined');\n return;\n }\n\n /**\n * Line class\n * @class fabric.Line\n * @extends fabric.Object\n * @see {@link fabric.Line#initialize} for constructor definition\n */\n fabric.Line = fabric.util.createClass(fabric.Object, /** @lends fabric.Line.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'line',\n\n /**\n * x value or first line edge\n * @type Number\n * @default\n */\n x1: 0,\n\n /**\n * y value or first line edge\n * @type Number\n * @default\n */\n y1: 0,\n\n /**\n * x value or second line edge\n * @type Number\n * @default\n */\n x2: 0,\n\n /**\n * y value or second line edge\n * @type Number\n * @default\n */\n y2: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('x1', 'x2', 'y1', 'y2'),\n\n /**\n * Constructor\n * @param {Array} [points] Array of points\n * @param {Object} [options] Options object\n * @return {fabric.Line} thisArg\n */\n initialize: function(points, options) {\n if (!points) {\n points = [0, 0, 0, 0];\n }\n\n this.callSuper('initialize', options);\n\n this.set('x1', points[0]);\n this.set('y1', points[1]);\n this.set('x2', points[2]);\n this.set('y2', points[3]);\n\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Object} [options] Options\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n\n this.width = Math.abs(this.x2 - this.x1);\n this.height = Math.abs(this.y2 - this.y1);\n\n this.left = 'left' in options\n ? options.left\n : this._getLeftToOriginX();\n\n this.top = 'top' in options\n ? options.top\n : this._getTopToOriginY();\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n if (typeof coordProps[key] !== 'undefined') {\n this._setWidthHeight();\n }\n return this;\n },\n\n /**\n * @private\n * @return {Number} leftToOriginX Distance from left edge of canvas to originX of Line.\n */\n _getLeftToOriginX: makeEdgeToOriginGetter(\n { // property names\n origin: 'originX',\n axis1: 'x1',\n axis2: 'x2',\n dimension: 'width'\n },\n { // possible values of origin\n nearest: 'left',\n center: 'center',\n farthest: 'right'\n }\n ),\n\n /**\n * @private\n * @return {Number} topToOriginY Distance from top edge of canvas to originY of Line.\n */\n _getTopToOriginY: makeEdgeToOriginGetter(\n { // property names\n origin: 'originY',\n axis1: 'y1',\n axis2: 'y2',\n dimension: 'height'\n },\n { // possible values of origin\n nearest: 'top',\n center: 'center',\n farthest: 'bottom'\n }\n ),\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n\n\n var p = this.calcLinePoints();\n ctx.moveTo(p.x1, p.y1);\n ctx.lineTo(p.x2, p.y2);\n\n ctx.lineWidth = this.strokeWidth;\n\n // TODO: test this\n // make sure setting \"fill\" changes color of a line\n // (by copying fillStyle to strokeStyle, since line is stroked, not filled)\n var origStrokeStyle = ctx.strokeStyle;\n ctx.strokeStyle = this.stroke || ctx.fillStyle;\n this.stroke && this._renderStroke(ctx);\n ctx.strokeStyle = origStrokeStyle;\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return {\n x: (this.x1 + this.x2) / 2,\n y: (this.y1 + this.y2) / 2,\n };\n },\n\n /**\n * Returns object representation of an instance\n * @method toObject\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), this.calcLinePoints());\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n */\n _getNonTransformedDimensions: function() {\n var dim = this.callSuper('_getNonTransformedDimensions');\n if (this.strokeLineCap === 'butt') {\n if (this.width === 0) {\n dim.y -= this.strokeWidth;\n }\n if (this.height === 0) {\n dim.x -= this.strokeWidth;\n }\n }\n return dim;\n },\n\n /**\n * Recalculates line points given width and height\n * @private\n */\n calcLinePoints: function() {\n var xMult = this.x1 <= this.x2 ? -1 : 1,\n yMult = this.y1 <= this.y2 ? -1 : 1,\n x1 = (xMult * this.width * 0.5),\n y1 = (yMult * this.height * 0.5),\n x2 = (xMult * this.width * -0.5),\n y2 = (yMult * this.height * -0.5);\n\n return {\n x1: x1,\n x2: x2,\n y1: y1,\n y2: y2\n };\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var p = this.calcLinePoints();\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Line.fromElement})\n * @static\n * @memberOf fabric.Line\n * @see http://www.w3.org/TR/SVG/shapes.html#LineElement\n */\n fabric.Line.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x1 y1 x2 y2'.split(' '));\n\n /**\n * Returns fabric.Line instance from an SVG element\n * @static\n * @memberOf fabric.Line\n * @param {SVGElement} element Element to parse\n * @param {Object} [options] Options object\n * @param {Function} [callback] callback function invoked after parsing\n */\n fabric.Line.fromElement = function(element, callback, options) {\n options = options || { };\n var parsedAttributes = fabric.parseAttributes(element, fabric.Line.ATTRIBUTE_NAMES),\n points = [\n parsedAttributes.x1 || 0,\n parsedAttributes.y1 || 0,\n parsedAttributes.x2 || 0,\n parsedAttributes.y2 || 0\n ];\n callback(new fabric.Line(points, extend(parsedAttributes, options)));\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Line instance from an object representation\n * @static\n * @memberOf fabric.Line\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n */\n fabric.Line.fromObject = function(object, callback) {\n function _callback(instance) {\n delete instance.points;\n callback && callback(instance);\n };\n var options = clone(object, true);\n options.points = [object.x1, object.y1, object.x2, object.y2];\n fabric.Object._fromObject('Line', options, _callback, 'points');\n };\n\n /**\n * Produces a function that calculates distance from canvas edge to Line origin.\n */\n function makeEdgeToOriginGetter(propertyNames, originValues) {\n var origin = propertyNames.origin,\n axis1 = propertyNames.axis1,\n axis2 = propertyNames.axis2,\n dimension = propertyNames.dimension,\n nearest = originValues.nearest,\n center = originValues.center,\n farthest = originValues.farthest;\n\n return function() {\n switch (this.get(origin)) {\n case nearest:\n return Math.min(this.get(axis1), this.get(axis2));\n case center:\n return Math.min(this.get(axis1), this.get(axis2)) + (0.5 * this.get(dimension));\n case farthest:\n return Math.max(this.get(axis1), this.get(axis2));\n }\n };\n\n }\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n degreesToRadians = fabric.util.degreesToRadians;\n\n if (fabric.Circle) {\n fabric.warn('fabric.Circle is already defined.');\n return;\n }\n\n /**\n * Circle class\n * @class fabric.Circle\n * @extends fabric.Object\n * @see {@link fabric.Circle#initialize} for constructor definition\n */\n fabric.Circle = fabric.util.createClass(fabric.Object, /** @lends fabric.Circle.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'circle',\n\n /**\n * Radius of this circle\n * @type Number\n * @default\n */\n radius: 0,\n\n /**\n * degrees of start of the circle.\n * probably will change to degrees in next major version\n * @type Number 0 - 359\n * @default 0\n */\n startAngle: 0,\n\n /**\n * End angle of the circle\n * probably will change to degrees in next major version\n * @type Number 1 - 360\n * @default 360\n */\n endAngle: 360,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('radius', 'startAngle', 'endAngle'),\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Circle} thisArg\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n\n if (key === 'radius') {\n this.setRadius(value);\n }\n\n return this;\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['radius', 'startAngle', 'endAngle'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var svgString, x = 0, y = 0,\n angle = (this.endAngle - this.startAngle) % 360;\n\n if (angle === 0) {\n svgString = [\n '\\n'\n ];\n }\n else {\n var start = degreesToRadians(this.startAngle),\n end = degreesToRadians(this.endAngle),\n radius = this.radius,\n startX = fabric.util.cos(start) * radius,\n startY = fabric.util.sin(start) * radius,\n endX = fabric.util.cos(end) * radius,\n endY = fabric.util.sin(end) * radius,\n largeFlag = angle > 180 ? '1' : '0';\n svgString = [\n '\\n'\n ];\n }\n return svgString;\n },\n /* _TO_SVG_END_ */\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n ctx.arc(\n 0,\n 0,\n this.radius,\n degreesToRadians(this.startAngle),\n degreesToRadians(this.endAngle),\n false\n );\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns horizontal radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRadiusX: function() {\n return this.get('radius') * this.get('scaleX');\n },\n\n /**\n * Returns vertical radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRadiusY: function() {\n return this.get('radius') * this.get('scaleY');\n },\n\n /**\n * Sets radius of an object (and updates width accordingly)\n * @return {fabric.Circle} thisArg\n */\n setRadius: function(value) {\n this.radius = value;\n return this.set('width', value * 2).set('height', value * 2);\n },\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Circle.fromElement})\n * @static\n * @memberOf fabric.Circle\n * @see: http://www.w3.org/TR/SVG/shapes.html#CircleElement\n */\n fabric.Circle.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy r'.split(' '));\n\n /**\n * Returns {@link fabric.Circle} instance from an SVG element\n * @static\n * @memberOf fabric.Circle\n * @param {SVGElement} element Element to parse\n * @param {Function} [callback] Options callback invoked after parsing is finished\n * @param {Object} [options] Options object\n * @throws {Error} If value of `r` attribute is missing or invalid\n */\n fabric.Circle.fromElement = function(element, callback) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Circle.ATTRIBUTE_NAMES);\n\n if (!isValidRadius(parsedAttributes)) {\n throw new Error('value of `r` attribute is required and can not be negative');\n }\n\n parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.radius;\n parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.radius;\n callback(new fabric.Circle(parsedAttributes));\n };\n\n /**\n * @private\n */\n function isValidRadius(attributes) {\n return (('radius' in attributes) && (attributes.radius >= 0));\n }\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Circle} instance from an object representation\n * @static\n * @memberOf fabric.Circle\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n * @return {void}\n */\n fabric.Circle.fromObject = function(object, callback) {\n fabric.Object._fromObject('Circle', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Triangle) {\n fabric.warn('fabric.Triangle is already defined');\n return;\n }\n\n /**\n * Triangle class\n * @class fabric.Triangle\n * @extends fabric.Object\n * @return {fabric.Triangle} thisArg\n * @see {@link fabric.Triangle#initialize} for constructor definition\n */\n fabric.Triangle = fabric.util.createClass(fabric.Object, /** @lends fabric.Triangle.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'triangle',\n\n /**\n * Width is set to 100 to compensate the old initialize code that was setting it to 100\n * @type Number\n * @default\n */\n width: 100,\n\n /**\n * Height is set to 100 to compensate the old initialize code that was setting it to 100\n * @type Number\n * @default\n */\n height: 100,\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var widthBy2 = this.width / 2,\n heightBy2 = this.height / 2;\n\n ctx.beginPath();\n ctx.moveTo(-widthBy2, heightBy2);\n ctx.lineTo(0, -heightBy2);\n ctx.lineTo(widthBy2, heightBy2);\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var widthBy2 = this.width / 2,\n heightBy2 = this.height / 2,\n points = [\n -widthBy2 + ' ' + heightBy2,\n '0 ' + -heightBy2,\n widthBy2 + ' ' + heightBy2\n ].join(',');\n return [\n ''\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /**\n * Returns {@link fabric.Triangle} instance from an object representation\n * @static\n * @memberOf fabric.Triangle\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n */\n fabric.Triangle.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Triangle', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n piBy2 = Math.PI * 2;\n\n if (fabric.Ellipse) {\n fabric.warn('fabric.Ellipse is already defined.');\n return;\n }\n\n /**\n * Ellipse class\n * @class fabric.Ellipse\n * @extends fabric.Object\n * @return {fabric.Ellipse} thisArg\n * @see {@link fabric.Ellipse#initialize} for constructor definition\n */\n fabric.Ellipse = fabric.util.createClass(fabric.Object, /** @lends fabric.Ellipse.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'ellipse',\n\n /**\n * Horizontal radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {fabric.Ellipse} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this.set('rx', options && options.rx || 0);\n this.set('ry', options && options.ry || 0);\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Ellipse} thisArg\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n switch (key) {\n\n case 'rx':\n this.rx = value;\n this.set('width', value * 2);\n break;\n\n case 'ry':\n this.ry = value;\n this.set('height', value * 2);\n break;\n\n }\n return this;\n },\n\n /**\n * Returns horizontal radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRx: function() {\n return this.get('rx') * this.get('scaleX');\n },\n\n /**\n * Returns Vertical radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRy: function() {\n return this.get('ry') * this.get('scaleY');\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n ctx.save();\n ctx.transform(1, 0, 0, this.ry / this.rx, 0, 0);\n ctx.arc(\n 0,\n 0,\n this.rx,\n 0,\n piBy2,\n false);\n ctx.restore();\n this._renderPaintInOrder(ctx);\n },\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Ellipse.fromElement})\n * @static\n * @memberOf fabric.Ellipse\n * @see http://www.w3.org/TR/SVG/shapes.html#EllipseElement\n */\n fabric.Ellipse.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy rx ry'.split(' '));\n\n /**\n * Returns {@link fabric.Ellipse} instance from an SVG element\n * @static\n * @memberOf fabric.Ellipse\n * @param {SVGElement} element Element to parse\n * @param {Function} [callback] Options callback invoked after parsing is finished\n * @return {fabric.Ellipse}\n */\n fabric.Ellipse.fromElement = function(element, callback) {\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Ellipse.ATTRIBUTE_NAMES);\n\n parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.rx;\n parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.ry;\n callback(new fabric.Ellipse(parsedAttributes));\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Ellipse} instance from an object representation\n * @static\n * @memberOf fabric.Ellipse\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n * @return {void}\n */\n fabric.Ellipse.fromObject = function(object, callback) {\n fabric.Object._fromObject('Ellipse', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend;\n\n if (fabric.Rect) {\n fabric.warn('fabric.Rect is already defined');\n return;\n }\n\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */\n fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'rect',\n\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical border radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this._initRxRy();\n },\n\n /**\n * Initializes rx/ry attributes\n * @private\n */\n _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n }\n else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,\n ry = this.ry ? Math.min(this.ry, this.height / 2) : 0,\n w = this.width,\n h = this.height,\n x = -this.width / 2,\n y = -this.height / 2,\n isRounded = rx !== 0 || ry !== 0,\n /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */\n k = 1 - 0.5522847498;\n ctx.beginPath();\n\n ctx.moveTo(x + rx, y);\n\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var x = -this.width / 2, y = -this.height / 2;\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Rect.fromElement`)\n * @static\n * @memberOf fabric.Rect\n * @see: http://www.w3.org/TR/SVG/shapes.html#RectElement\n */\n fabric.Rect.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x y rx ry width height'.split(' '));\n\n /**\n * Returns {@link fabric.Rect} instance from an SVG element\n * @static\n * @memberOf fabric.Rect\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Rect.fromElement = function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n options = options || { };\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Rect.ATTRIBUTE_NAMES);\n parsedAttributes.left = parsedAttributes.left || 0;\n parsedAttributes.top = parsedAttributes.top || 0;\n parsedAttributes.height = parsedAttributes.height || 0;\n parsedAttributes.width = parsedAttributes.width || 0;\n var rect = new fabric.Rect(extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));\n rect.visible = rect.visible && rect.width > 0 && rect.height > 0;\n callback(rect);\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */\n fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Rect', object, callback);\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n toFixed = fabric.util.toFixed,\n projectStrokeOnPoints = fabric.util.projectStrokeOnPoints;\n\n if (fabric.Polyline) {\n fabric.warn('fabric.Polyline is already defined');\n return;\n }\n\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */\n fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polyline',\n\n /**\n * Points array\n * @type Array\n * @default\n */\n points: null,\n\n /**\n * WARNING: Feature in progress\n * Calculate the exact bounding box taking in account strokeWidth on acute angles\n * this will be turned to true by default on fabric 6.0\n * maybe will be left in as an optimization since calculations may be slow\n * @deprecated\n * @type Boolean\n * @default false\n */\n exactBoundingBox: false,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),\n\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */\n initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper('initialize', options);\n this._setPositionDimensions(options);\n },\n\n /**\n * @private\n */\n _projectStrokeOnPoints: function () {\n return projectStrokeOnPoints(this.points, this, true);\n },\n\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop,\n correctSize = this.exactBoundingBox ? this.strokeWidth : 0;\n this.width = calcDim.width - correctSize;\n this.height = calcDim.height - correctSize;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin(\n {\n // this looks bad, but is one way to keep it optional for now.\n x: calcDim.left - this.strokeWidth / 2 + correctSize / 2,\n y: calcDim.top - this.strokeWidth / 2 + correctSize / 2\n },\n 'left',\n 'top',\n this.originX,\n this.originY\n );\n }\n if (typeof options.left === 'undefined') {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === 'undefined') {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2 + correctSize / 2,\n y: calcDim.top + this.height / 2 + correctSize / 2\n };\n },\n\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */\n _calcDimensions: function() {\n\n var points = this.exactBoundingBox ? this._projectStrokeOnPoints() : this.points,\n minX = min(points, 'x') || 0,\n minY = min(points, 'y') || 0,\n maxX = max(points, 'x') || 0,\n maxY = max(points, 'y') || 0,\n width = (maxX - minX),\n height = (maxY - minY);\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height,\n };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n points: this.points.concat()\n });\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var points = [], diffX = this.pathOffset.x, diffY = this.pathOffset.y,\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n\n for (var i = 0, len = this.points.length; i < len; i++) {\n points.push(\n toFixed(this.points[i].x - diffX, NUM_FRACTION_DIGITS), ',',\n toFixed(this.points[i].y - diffY, NUM_FRACTION_DIGITS), ' '\n );\n }\n return [\n '<' + this.type + ' ', 'COMMON_PARTS',\n 'points=\"', points.join(''),\n '\" />\\n'\n ];\n },\n /* _TO_SVG_END_ */\n\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n commonRender: function(ctx) {\n var point, len = this.points.length,\n x = this.pathOffset.x,\n y = this.pathOffset.y;\n\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for (var i = 0; i < len; i++) {\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.get('points').length;\n }\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Polyline.fromElement})\n * @static\n * @memberOf fabric.Polyline\n * @see: http://www.w3.org/TR/SVG/shapes.html#PolylineElement\n */\n fabric.Polyline.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();\n\n /**\n * Returns fabric.Polyline instance from an SVG element\n * @static\n * @memberOf fabric.Polyline\n * @param {SVGElement} element Element to parser\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Polyline.fromElementGenerator = function(_class) {\n return function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n options || (options = { });\n\n var points = fabric.parsePointsAttribute(element.getAttribute('points')),\n parsedAttributes = fabric.parseAttributes(element, fabric[_class].ATTRIBUTE_NAMES);\n parsedAttributes.fromSVG = true;\n callback(new fabric[_class](points, extend(parsedAttributes, options)));\n };\n };\n\n fabric.Polyline.fromElement = fabric.Polyline.fromElementGenerator('Polyline');\n\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Polyline', object, callback, 'points');\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = {}),\n projectStrokeOnPoints = fabric.util.projectStrokeOnPoints;\n\n if (fabric.Polygon) {\n fabric.warn('fabric.Polygon is already defined');\n return;\n }\n\n /**\n * Polygon class\n * @class fabric.Polygon\n * @extends fabric.Polyline\n * @see {@link fabric.Polygon#initialize} for constructor definition\n */\n fabric.Polygon = fabric.util.createClass(fabric.Polyline, /** @lends fabric.Polygon.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polygon',\n\n /**\n * @private\n */\n _projectStrokeOnPoints: function () {\n return projectStrokeOnPoints(this.points, this);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n ctx.closePath();\n this._renderPaintInOrder(ctx);\n },\n\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Polygon.fromElement`)\n * @static\n * @memberOf fabric.Polygon\n * @see: http://www.w3.org/TR/SVG/shapes.html#PolygonElement\n */\n fabric.Polygon.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();\n\n /**\n * Returns {@link fabric.Polygon} instance from an SVG element\n * @static\n * @memberOf fabric.Polygon\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Polygon.fromElement = fabric.Polyline.fromElementGenerator('Polygon');\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Polygon instance from an object representation\n * @static\n * @memberOf fabric.Polygon\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n * @return {void}\n */\n fabric.Polygon.fromObject = function(object, callback) {\n fabric.Object._fromObject('Polygon', object, callback, 'points');\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Path) {\n fabric.warn('fabric.Path is already defined');\n return;\n }\n\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */\n fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'path',\n\n /**\n * Array of path points\n * @type Array\n * @default\n */\n path: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),\n\n stateProperties: fabric.Object.prototype.stateProperties.concat('path'),\n\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */\n initialize: function (path, options) {\n options = clone(options || {});\n delete options.path;\n this.callSuper('initialize', options);\n this._setPath(path || [], options);\n },\n\n /**\n * @private\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n */\n _setPath: function (path, options) {\n this.path = fabric.util.makePathSimpler(\n Array.isArray(path) ? path : fabric.util.parsePath(path)\n );\n\n fabric.Polyline.prototype._setPositionDimensions.call(this, options || {});\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _renderPathCommands: function(ctx) {\n var current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n controlX = 0, // current control point x\n controlY = 0, // current control point y\n l = -this.pathOffset.x,\n t = -this.pathOffset.y;\n\n ctx.beginPath();\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(\n current[1] + l,\n current[2] + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n ctx.quadraticCurveTo(\n current[1] + l,\n current[2] + t,\n current[3] + l,\n current[4] + t\n );\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n path: this.path.map(function(item) { return item.slice(); }),\n });\n },\n\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject(['sourcePath'].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var path = fabric.util.joinPath(this.path);\n return [\n '\\n'\n ];\n },\n\n _getOffsetTransform: function() {\n var digits = fabric.Object.NUM_FRACTION_DIGITS;\n return ' translate(' + toFixed(-this.pathOffset.x, digits) + ', ' +\n toFixed(-this.pathOffset.y, digits) + ')';\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n var additionalTransform = this._getOffsetTransform();\n return '\\t' + this._createBaseClipPathSVGMarkup(\n this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform }\n );\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n var additionalTransform = this._getOffsetTransform();\n return this._createBaseSVGMarkup(this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform });\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.path.length;\n },\n\n /**\n * @private\n */\n _calcDimensions: function() {\n\n var aX = [],\n aY = [],\n current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n bounds;\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n\n case 'C': // bezierCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n x = current[5];\n y = current[6];\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[1],\n current[2],\n current[3],\n current[4]\n );\n x = current[3];\n y = current[4];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function (point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n\n var minX = min(aX) || 0,\n minY = min(aY) || 0,\n maxX = max(aX) || 0,\n maxY = max(aY) || 0,\n deltaX = maxX - minX,\n deltaY = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === 'string') {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function (elements) {\n var path = elements[0];\n path.setOptions(object);\n if (object.clipPath) {\n fabric.util.enlivenObjects([object.clipPath], function(elivenedObjects) {\n path.clipPath = elivenedObjects[0];\n callback && callback(path);\n });\n }\n else {\n callback && callback(path);\n }\n });\n }\n else {\n fabric.Object._fromObject('Path', object, callback, 'path');\n }\n };\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Path.fromElement`)\n * @static\n * @memberOf fabric.Path\n * @see http://www.w3.org/TR/SVG/paths.html#PathElement\n */\n fabric.Path.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(['d']);\n\n /**\n * Creates an instance of fabric.Path from an SVG element\n * @static\n * @memberOf fabric.Path\n * @param {SVGElement} element to parse\n * @param {Function} callback Callback to invoke when an fabric.Path instance is created\n * @param {Object} [options] Options object\n * @param {Function} [callback] Options callback invoked after parsing is finished\n */\n fabric.Path.fromElement = function(element, callback, options) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Path.ATTRIBUTE_NAMES);\n parsedAttributes.fromSVG = true;\n callback(new fabric.Path(parsedAttributes.d, extend(parsedAttributes, options)));\n };\n /* _FROM_SVG_END_ */\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max;\n\n if (fabric.Group) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */\n fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'group',\n\n /**\n * Width of stroke\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */\n subTargetCheck: false,\n\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */\n cacheProperties: [],\n\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */\n useSetOnGroup: false,\n\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */\n initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper('initialize', options);\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper('initialize', options);\n }\n else {\n this._updateObjectsACoords();\n }\n\n this.setCoords();\n },\n\n /**\n * @private\n */\n _updateObjectsACoords: function() {\n var skipControls = true;\n for (var i = this._objects.length; i--; ){\n this._objects[i].setCoords(skipControls);\n }\n },\n\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */\n _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for (var i = this._objects.length; i--; ){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */\n _updateObjectCoords: function(object, center) {\n var objectLeft = object.left,\n objectTop = object.top,\n skipControls = true;\n\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n\n /**\n * Returns string represenation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set('canvas', this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n }\n else {\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n\n /**\n * @private\n */\n _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set('canvas', this.canvas);\n },\n\n /**\n * @private\n */\n _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n\n /**\n * @private\n */\n _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while (i--) {\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === 'canvas') {\n while (i--) {\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects\n .filter(function (obj) {\n return !obj.excludeFromExport;\n })\n .map(function (obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n }\n else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */\n render: function(ctx) {\n this._transformDone = true;\n this.callSuper('render', ctx);\n this._transformDone = false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */\n willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return this.ownCaching || (this.group && this.group.isOnACache());\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx, this.clipPath);\n },\n\n /**\n * Check if cache is dirty\n */\n isCacheDirty: function(skipCanvas) {\n if (this.callSuper('isCacheDirty', skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */\n _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set('dirty', true);\n });\n return this._restoreObjectsState();\n },\n\n dispose: function () {\n this.callSuper('dispose');\n this.forEachObject(function (object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n },\n\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */\n toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = 'activeSelection';\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */\n setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n\n /**\n * @private\n */\n _calcBounds: function(onlyWidthHeight) {\n var aX = [],\n aY = [],\n o, prop, coords,\n props = ['tr', 'br', 'bl', 'tl'],\n i = 0, iLen = this._objects.length,\n j, jLen = props.length;\n\n for ( ; i < iLen; ++i) {\n o = this._objects[i];\n coords = o.calcACoords();\n for (j = 0; j < jLen; j++) {\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n\n /**\n * @private\n */\n _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)),\n maxXY = new fabric.Point(max(aX), max(aY)),\n top = minXY.y || 0, left = minXY.x || 0,\n width = (maxXY.x - minXY.x) || 0,\n height = (maxXY.y - minXY.y) || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');\n }\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n _toSVG: function(reviver) {\n var svgString = ['\\n'];\n\n for (var i = 0, len = this._objects.length; i < len; i++) {\n svgString.push('\\t\\t', this._objects[i].toSVG(reviver));\n }\n svgString.push('\\n');\n return svgString;\n },\n\n /**\n * Returns styles-string for svg-export, specific version for group\n * @return {String}\n */\n getSvgStyles: function() {\n var opacity = typeof this.opacity !== 'undefined' && this.opacity !== 1 ?\n 'opacity: ' + this.opacity + ';' : '',\n visibility = this.visible ? '' : ' visibility: hidden;';\n return [\n opacity,\n this.getSvgFilter(),\n visibility\n ].join('');\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n var svgString = [];\n\n for (var i = 0, len = this._objects.length; i < len; i++) {\n svgString.push('\\t', this._objects[i].toClipPathSVG(reviver));\n }\n\n return this._createBaseClipPathSVGMarkup(svgString, { reviver: reviver });\n },\n /* _TO_SVG_END_ */\n });\n\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */\n fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects,\n options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === 'string') {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function (elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n var clipPath = options.clipPath;\n delete options.clipPath;\n group.set(options);\n if (clipPath) {\n fabric.util.enlivenObjects([clipPath], function(elivenedObjects) {\n group.clipPath = elivenedObjects[0];\n callback && callback(group);\n });\n }\n else {\n callback && callback(group);\n }\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function (enlivenedObjects) {\n fabric.util.enlivenObjectEnlivables(object, options, function () {\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.ActiveSelection) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */\n fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'activeSelection',\n\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */\n toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */\n onDeselect: function() {\n this.destroy();\n return false;\n },\n\n /**\n * Returns string representation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return false;\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */\n _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper('_renderControls', ctx, styleOverride);\n childrenOverride = childrenOverride || { };\n if (typeof childrenOverride.hasControls === 'undefined') {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n },\n });\n\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */\n fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var extend = fabric.util.object.extend;\n\n if (!global.fabric) {\n global.fabric = { };\n }\n\n if (global.fabric.Image) {\n fabric.warn('fabric.Image is already defined.');\n return;\n }\n\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */\n fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'image',\n\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */\n srcFromAttribute: false,\n\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleX: 1,\n\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleY: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingX: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingY: 1,\n\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */\n minimumScaleTrigger: 0.5,\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('cropX', 'cropY'),\n\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */\n cacheKey: '',\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropX: 0,\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropY: 0,\n\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */\n imageSmoothing: true,\n\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */\n initialize: function(element, options) {\n options || (options = { });\n this.filters = [];\n this.cacheKey = 'texture' + fabric.Object.__uid++;\n this.callSuper('initialize', options);\n this._initElement(element, options);\n },\n\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */\n getElement: function() {\n return this._element || {};\n },\n\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n\n /**\n * Delete a single texture if in webgl mode\n */\n removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */\n dispose: function () {\n this.callSuper('dispose');\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._cacheContext = undefined;\n ['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */\n getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */\n getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var filters = [];\n\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(\n this.callSuper(\n 'toObject',\n ['cropX', 'cropY'].concat(propertiesToInclude)\n ), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters,\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */\n hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var svgString = [], imageMarkup = [], strokeSvg, element = this._element,\n x = -this.width / 2, y = -this.height / 2, clipPath = '', imageRendering = '';\n if (!element) {\n return [];\n }\n if (this.hasCrop()) {\n var clipPathId = fabric.Object.__uid++;\n svgString.push(\n '\\n',\n '\\t\\n',\n '\\n'\n );\n clipPath = ' clip-path=\"url(#imageCrop_' + clipPathId + ')\" ';\n }\n if (!this.imageSmoothing) {\n imageRendering = '\" image-rendering=\"optimizeSpeed';\n }\n imageMarkup.push('\\t element with actual transformation, then offsetting object to the top/left\n // so that object's center aligns with container's left/top\n '\" width=\"', element.width || element.naturalWidth,\n '\" height=\"', element.height || element.height,\n imageRendering,\n '\"', clipPath,\n '>\\n');\n\n if (this.stroke || this.strokeDashArray) {\n var origFill = this.fill;\n this.fill = null;\n strokeSvg = [\n '\\t\\n'\n ];\n this.fill = origFill;\n }\n if (this.paintFirst !== 'fill') {\n svgString = svgString.concat(strokeSvg, imageMarkup);\n }\n else {\n svgString = svgString.concat(imageMarkup, strokeSvg);\n }\n return svgString;\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */\n getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n\n if (this.srcFromAttribute) {\n return element.getAttribute('src');\n }\n else {\n return element.src;\n }\n }\n else {\n return this.src || '';\n }\n },\n\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n applyResizeFilters: function() {\n var filter = this.resizeFilter,\n minimumScale = this.minimumScaleTrigger,\n objectScale = this.getTotalObjectScaling(),\n scaleX = objectScale.scaleX,\n scaleY = objectScale.scaleY,\n elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set('dirty', true);\n }\n if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(),\n cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,\n sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters(\n [filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */\n applyFilters: function(filters) {\n\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) { return filter && !filter.isNeutralState(); });\n this.set('dirty', true);\n\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + '_filtered');\n\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n\n var imgElement = this._originalElement,\n sourceWidth = imgElement.naturalWidth || imgElement.width,\n sourceHeight = imgElement.naturalHeight || imgElement.height;\n\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n }\n else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(\n filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width ||\n this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */\n shouldCache: function() {\n return this.needsItsOwnCache();\n },\n\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY,\n w = this.width, h = this.height, min = Math.min, max = Math.max,\n // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0),\n elWidth = elementToDraw.naturalWidth || elementToDraw.width,\n elHeight = elementToDraw.naturalHeight || elementToDraw.height,\n sX = cropX * scaleX,\n sY = cropY * scaleY,\n // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX),\n sH = min(h * scaleY, elHeight - sY),\n x = -w / 2, y = -h / 2,\n maxDestW = min(w, elWidth / scaleX - cropX),\n maxDestH = min(h, elHeight / scaleY - cropY);\n\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n\n /**\n * needed to check if image needs resize\n * @private\n */\n _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);\n },\n\n /**\n * @private\n */\n _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */\n _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initConfig: function(options) {\n options || (options = { });\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */\n _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, 'fabric.Image.filters');\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */\n parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || ''),\n rWidth = this._element.width, rHeight = this._element.height,\n scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0,\n offset, pWidth = this.width, pHeight = this.height, parsedAttributes = { width: pWidth, height: pHeight };\n if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {\n if (pAR.meetOrSlice === 'meet') {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === 'Min') {\n offsetLeft = -offset;\n }\n if (pAR.alignX === 'Max') {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === 'Min') {\n offsetTop = -offset;\n }\n if (pAR.alignY === 'Max') {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === 'slice') {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === 'Mid') {\n cropX = offset / 2;\n }\n if (pAR.alignX === 'Max') {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === 'Mid') {\n cropY = offset / 2;\n }\n if (pAR.alignY === 'Max') {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n }\n else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */\n fabric.Image.CSS_CANVAS = 'canvas-img';\n\n /**\n * Alias for getSrc\n * @static\n */\n fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */\n fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjectEnlivables(object, object, function () {\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */\n fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Image.fromElement})\n * @static\n * @see {@link http://www.w3.org/TR/SVG/struct.html#ImageElement}\n */\n fabric.Image.ATTRIBUTE_NAMES =\n fabric.SHARED_ATTRIBUTES.concat(\n 'x y width height preserveAspectRatio xlink:href crossOrigin image-rendering'.split(' ')\n );\n\n /**\n * Returns {@link fabric.Image} instance from an SVG element\n * @static\n * @param {SVGElement} element Element to parse\n * @param {Object} [options] Options object\n * @param {Function} callback Callback to execute when fabric.Image object is created\n * @return {fabric.Image} Instance of fabric.Image\n */\n fabric.Image.fromElement = function(element, callback, options) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Image.ATTRIBUTE_NAMES);\n fabric.Image.fromURL(parsedAttributes['xlink:href'], callback,\n extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));\n };\n /* _FROM_SVG_END_ */\n\n})( true ? exports : 0);\n\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * @private\n * @return {Number} angle value\n */\n _getAngleValueForStraighten: function() {\n var angle = this.angle % 360;\n if (angle > 0) {\n return Math.round((angle - 1) / 90) * 90;\n }\n return Math.round(angle / 90) * 90;\n },\n\n /**\n * Straightens an object (rotating it from current angle to one of 0, 90, 180, 270, etc. depending on which is closer)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n straighten: function() {\n return this.rotate(this._getAngleValueForStraighten());\n },\n\n /**\n * Same as {@link fabric.Object.prototype.straighten} but with animation\n * @param {Object} callbacks Object with callback functions\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Object} thisArg\n */\n fxStraighten: function(callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n return fabric.util.animate({\n target: this,\n startValue: this.get('angle'),\n endValue: this._getAngleValueForStraighten(),\n duration: this.FX_DURATION,\n onChange: function(value) {\n _this.rotate(value);\n onChange();\n },\n onComplete: function() {\n _this.setCoords();\n onComplete();\n },\n });\n }\n});\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Straightens object, then rerenders canvas\n * @param {fabric.Object} object Object to straighten\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n straightenObject: function (object) {\n object.straighten();\n this.requestRenderAll();\n return this;\n },\n\n /**\n * Same as {@link fabric.Canvas.prototype.straightenObject}, but animated\n * @param {fabric.Object} object Object to straighten\n * @return {fabric.Canvas} thisArg\n */\n fxStraightenObject: function (object) {\n return object.fxStraighten({\n onChange: this.requestRenderAllBound\n });\n }\n});\n\n\n(function() {\n\n 'use strict';\n\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */\n function testPrecision(gl, precision){\n var fragmentSource = 'precision ' + precision + ' float;\\nvoid main(){}';\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */\n fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = ['highp', 'mediump', 'lowp'];\n for (var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])){\n fabric.webGlPrecision = precisions[i];\n break;\n };\n }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n\n fabric.WebglFilterBackend = WebglFilterBackend;\n\n /**\n * WebGL filter backend.\n */\n function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n };\n\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n\n tileSize: 2048,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */\n setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */\n chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== 'undefined', canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n }\n catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';\n\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n }\n else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */\n createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n },\n gl = canvas.getContext('webgl', glOptions);\n if (!gl) {\n gl = canvas.getContext('experimental-webgl', glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */\n applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture ||\n this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n\n /**\n * Detach event listeners, remove references, and clean up caches.\n */\n dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n\n /**\n * Wipe out WebGL-related caches.\n */\n clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @param {Number} filterType gl.NEAREST or gl.LINEAR usually, webgl numeri constants\n * @returns {WebGLTexture}\n */\n createTexture: function(gl, width, height, textureImageSource, filterType) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filterType || gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filterType || gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n }\n else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */\n getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n }\n else {\n var texture = this.createTexture(\n this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */\n evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n\n copyGLTo2D: copyGLTo2DDrawImage,\n\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */\n captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = { renderer: '', vendor: '' };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension('WEBGL_debug_renderer_info');\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n },\n };\n})();\n\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas,\n width = targetCanvas.width, height = targetCanvas.height,\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight;\n\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,\n ctx = targetCanvas.getContext('2d');\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,\n targetCanvas.width, targetCanvas.height);\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight,\n numBytes = dWidth * dHeight * 4;\n\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n\n\n(function() {\n\n 'use strict';\n\n var noop = function() {};\n\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n\n /**\n * Canvas 2D filter backend.\n */\n function Canvas2dFilterBackend() {};\n\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */\n applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext('2d');\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this,\n };\n filters.forEach(function(filter) { filter.applyTo(pipelineState); });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n },\n\n };\n})();\n\n\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */\nfabric.Image = fabric.Image || { };\nfabric.Image.filters = fabric.Image.filters || { };\n\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */\nfabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'BaseFilter',\n\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n fragmentSource: 'precision highp float;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n '}',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */\n createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== 'highp'){\n fragmentSource = fragmentSource.replace(\n /precision highp float/g,\n 'precision ' + fabric.webGlPrecision + ' float'\n );\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Vertex shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(vertexShader)\n );\n }\n\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Fragment shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(fragmentShader)\n );\n }\n\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' +\n gl.getProgramInfoLog(program)\n );\n }\n\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || { };\n uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');\n uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */\n getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, 'aPosition'),\n };\n },\n\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */\n getUniformLocations: function (/* gl, program */) {\n // in case i do not need any special uniform i need to return an empty object\n return { };\n },\n\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */\n sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,\n options.targetTexture, 0);\n }\n else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/\n isNeutralState: function(/* options */) {\n var main = this.mainParameter,\n _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for (var i = _class[main].length; i--;) {\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n }\n else {\n return _class[main] === this[main];\n }\n }\n else {\n return false;\n }\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n }\n else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */\n sendUniformData: function(/* gl, uniformLocations */) {\n // Intentionally left blank. Override me in subclasses.\n },\n\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */\n createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement('canvas');\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n var object = { type: this.type }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */\n toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\n\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'ColorMatrix',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform mat4 uColorMatrix;\\n' +\n 'uniform vec4 uConstants;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color *= uColorMatrix;\\n' +\n 'color += uConstants;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ],\n\n mainParameter: 'matrix',\n\n /**\n * Lock the colormatrix on the color part, skipping alpha, mainly for non webgl scenario\n * to save some calculation\n * @type Boolean\n * @default true\n */\n colorsOnly: true,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = data.length,\n m = this.matrix,\n r, g, b, a, i, colorsOnly = this.colorsOnly;\n\n for (i = 0; i < iLen; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n }\n else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),\n uConstants: gl.getUniformLocation(program, 'uConstants'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix,\n matrix = [\n m[0], m[1], m[2], m[3],\n m[5], m[6], m[7], m[8],\n m[10], m[11], m[12], m[13],\n m[15], m[16], m[17], m[18]\n ],\n constants = [m[4], m[9], m[14], m[19]];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */\n fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Brightness',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBrightness;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += uBrightness;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */\n brightness: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'brightness',\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n brightness = Math.round(this.brightness * 255);\n for (i = 0; i < len; i += 4) {\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, 'uBrightness'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */\n fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Convolute',\n\n /*\n * Opaque value (true/false)\n */\n opaque: false,\n\n /*\n * matrix for the filter, max 9x9\n */\n matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: {\n Convolute_3_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_3_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_5_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_5_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_7_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_7_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_9_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_9_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n },\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */\n\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n weights = this.matrix,\n side = Math.round(Math.sqrt(weights.length)),\n halfSide = Math.floor(side / 2),\n sw = imageData.width,\n sh = imageData.height,\n output = options.ctx.createImageData(sw, sh),\n dst = output.data,\n // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0,\n r, g, b, a, dstOff,\n scx, scy, srcOff, wt,\n x, y, cx, cy;\n\n for (y = 0; y < sh; y++) {\n for (x = 0; x < sw; x++) {\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0; g = 0; b = 0; a = 0;\n\n for (cy = 0; cy < side; cy++) {\n for (cx = 0; cx < side; cx++) {\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n }\n else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, 'uMatrix'),\n uOpaque: gl.getUniformLocation(program, 'uOpaque'),\n uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),\n uSize: gl.getUniformLocation(program, 'uSize'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */\n fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Grayscale',\n\n fragmentSource: {\n average: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (color.r + color.b + color.g) / 3.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, color.a);\\n' +\n '}',\n lightness: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n luminosity: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n },\n\n\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */\n mode: 'average',\n\n mainParameter: 'mode',\n\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length, value,\n mode = this.mode;\n for (i = 0; i < len; i += 4) {\n if (mode === 'average') {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n }\n else if (mode === 'lightness') {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) +\n Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n }\n else if (mode === 'luminosity') {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, 'uMode'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/\n isNeutralState: function() {\n return false;\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */\n fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Invert',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uInvert;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'if (uInvert == 1) {\\n' +\n 'gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n' +\n '} else {\\n' +\n 'gl_FragColor = color;\\n' +\n '}\\n' +\n '}',\n\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */\n invert: true,\n\n mainParameter: 'invert',\n\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length;\n for (i = 0; i < len; i += 4) {\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function() {\n return !this.invert;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, 'uInvert'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */\n fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Noise',\n\n /**\n * Fragment source for the noise program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uStepH;\\n' +\n 'uniform float uNoise;\\n' +\n 'uniform float uSeed;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'float rand(vec2 co, float seed, float vScale) {\\n' +\n 'return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'noise',\n\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */\n noise: 0,\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n noise = this.noise, rand;\n\n for (i = 0, len = data.length; i < len; i += 4) {\n\n rand = (0.5 - Math.random()) * noise;\n\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, 'uNoise'),\n uSeed: gl.getUniformLocation(program, 'uSeed'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n noise: this.noise\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */\n fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Pixelate',\n\n blocksize: 4,\n\n mainParameter: 'blocksize',\n\n /**\n * Fragment source for the Pixelate program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBlocksize;\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'float blockW = uBlocksize * uStepW;\\n' +\n 'float blockH = uBlocksize * uStepW;\\n' +\n 'int posX = int(vTexCoord.x / blockW);\\n' +\n 'int posY = int(vTexCoord.y / blockH);\\n' +\n 'float fposX = float(posX);\\n' +\n 'float fposY = float(posY);\\n' +\n 'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n' +\n 'vec4 color = texture2D(uTexture, squareCoords);\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = imageData.height,\n jLen = imageData.width,\n index, i, j, r, g, b, a,\n _i, _j, _iLen, _jLen;\n\n for (i = 0; i < iLen; i += this.blocksize) {\n for (j = 0; j < jLen; j += this.blocksize) {\n\n index = (i * 4) * jLen + (j * 4);\n\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for (_i = i; _i < _iLen; _i++) {\n for (_j = j; _j < _jLen; _j++) {\n index = (_i * 4) * jLen + (_j * 4);\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/\n isNeutralState: function() {\n return this.blocksize === 1;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),\n uStepW: gl.getUniformLocation(program, 'uStepW'),\n uStepH: gl.getUniformLocation(program, 'uStepH'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */\n fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'RemoveColor',\n\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */\n color: '#FFFFFF',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uLow;\\n' +\n 'uniform vec4 uHigh;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n 'if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n' +\n 'gl_FragColor.a = 0.0;\\n' +\n '}\\n' +\n '}',\n\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/\n distance: 0.02,\n\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/\n useAlpha: false,\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */\n\n /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n distance = this.distance * 255,\n r, g, b,\n source = new fabric.Color(this.color).getSource(),\n lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance,\n ],\n highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance,\n ];\n\n\n for (i = 0; i < data.length; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n if (r > lowC[0] &&\n g > lowC[1] &&\n b > lowC[2] &&\n r < highC[0] &&\n g < highC[1] &&\n b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, 'uLow'),\n uHigh: gl.getUniformLocation(program, 'uHigh'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(),\n distance = parseFloat(this.distance),\n lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ],\n highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */\n fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n var matrices = {\n Brownie: [\n 0.59970,0.34553,-0.27082,0,0.186,\n -0.03770,0.86095,0.15059,0,-0.1449,\n 0.24113,-0.07441,0.44972,0,-0.02965,\n 0,0,0,1,0\n ],\n Vintage: [\n 0.62793,0.32021,-0.03965,0,0.03784,\n 0.02578,0.64411,0.03259,0,0.02926,\n 0.04660,-0.08512,0.52416,0,0.02023,\n 0,0,0,1,0\n ],\n Kodachrome: [\n 1.12855,-0.39673,-0.03992,0,0.24991,\n -0.16404,1.08352,-0.05498,0,0.09698,\n -0.16786,-0.56034,1.60148,0,0.13972,\n 0,0,0,1,0\n ],\n Technicolor: [\n 1.91252,-0.85453,-0.09155,0,0.04624,\n -0.30878,1.76589,-0.10601,0,-0.27589,\n -0.23110,-0.75018,1.84759,0,0.12137,\n 0,0,0,1,0\n ],\n Polaroid: [\n 1.438,-0.062,-0.062,0,0,\n -0.122,1.378,-0.122,0,0,\n -0.016,-0.016,1.483,0,0,\n 0,0,0,1,0\n ],\n Sepia: [\n 0.393, 0.769, 0.189, 0, 0,\n 0.349, 0.686, 0.168, 0, 0,\n 0.272, 0.534, 0.131, 0, 0,\n 0, 0, 0, 1, 0\n ],\n BlackWhite: [\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 0, 0, 0, 1, 0,\n ]\n };\n\n for (var key in matrices) {\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: key,\n\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: matrices[key],\n\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */\n mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */\n colorsOnly: true,\n\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})( true ? exports : 0);\n\n\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: 'BlendColor',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n * @type String\n * @default\n **/\n color: '#F95C63',\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n * @type String\n * @default\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend color operation.\n * @type Number\n * @default\n **/\n alpha: 1,\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'gl_FragColor.rgb *= uColor.rgb;\\n',\n screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n',\n add: 'gl_FragColor.rgb += uColor.rgb;\\n',\n diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n',\n subtract: 'gl_FragColor.rgb -= uColor.rgb;\\n',\n lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n',\n darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n',\n exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n',\n overlay: 'if (uColor.r < 0.5) {\\n' +\n 'gl_FragColor.r *= 2.0 * uColor.r;\\n' +\n '} else {\\n' +\n 'gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n' +\n '}\\n' +\n 'if (uColor.g < 0.5) {\\n' +\n 'gl_FragColor.g *= 2.0 * uColor.g;\\n' +\n '} else {\\n' +\n 'gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n' +\n '}\\n' +\n 'if (uColor.b < 0.5) {\\n' +\n 'gl_FragColor.b *= 2.0 * uColor.b;\\n' +\n '} else {\\n' +\n 'gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n' +\n '}\\n',\n tint: 'gl_FragColor.rgb *= (1.0 - uColor.a);\\n' +\n 'gl_FragColor.rgb += uColor.rgb;\\n',\n },\n\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */\n buildSource: function(mode) {\n return 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'gl_FragColor = color;\\n' +\n 'if (color.a > 0.0) {\\n' +\n this.fragmentSource[mode] +\n '}\\n' +\n '}';\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, iLen = data.length,\n tr, tg, tb,\n r, g, b,\n source, alpha1 = 1 - this.alpha;\n\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case 'screen':\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case 'add':\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case 'diff':\n case 'difference':\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case 'subtract':\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case 'darken':\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case 'lighten':\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case 'overlay':\n data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);\n data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);\n data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);\n break;\n case 'exclusion':\n data[i] = tr + r - ((2 * tr * r) / 255);\n data[i + 1] = tg + g - ((2 * tg * g) / 255);\n data[i + 2] = tb + b - ((2 * tb * b) / 255);\n break;\n case 'tint':\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, 'uColor'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */\n fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n 'use strict';\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: 'BlendImage',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n image: null,\n\n /**\n * Blend mode for the filter (one of \"multiply\", \"mask\")\n * @type String\n * @default\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/\n alpha: 1,\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'uniform mat3 uTransformMatrix;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.rgba *= color2.rgba;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n mask: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.a = color2.a;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context,\n texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper('applyToWebGL', options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n calculateMatrix: function() {\n var image = this.image,\n width = image._element.width,\n height = image._element.height;\n return [\n 1 / image.scaleX, 0, 0,\n 0, 1 / image.scaleY, 0,\n -image.left / width, -image.top / height, 1\n ];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n resources = options.filterBackend.resources,\n data = imageData.data, iLen = data.length,\n width = imageData.width,\n height = imageData.height,\n tr, tg, tb, ta,\n r, g, b, a,\n canvas1, context, image = this.image, blendData;\n\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext('2d');\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n }\n else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case 'mask':\n data[i + 3] = ta;\n break;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),\n uImage: gl.getUniformLocation(program, 'uImage'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */\n fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }), pow = Math.pow, floor = Math.floor,\n sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin,\n ceil = Math.ceil,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Resize',\n\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */\n resizeType: 'hermite',\n\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */\n scaleX: 1,\n\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */\n scaleY: 1,\n\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */\n lanczosLobes: 3,\n\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, 'uDelta'),\n uTaps: gl.getUniformLocation(program, 'uTaps'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,\n filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for (var i = 1; i <= filterWindow; i++) {\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */\n generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow),\n fragmentShader = this.fragmentSourceTOP, filterWindow;\n\n for (var i = 1; i <= filterWindow; i++) {\n offsets[i - 1] = i + '.0 * uDelta';\n }\n\n fragmentShader += 'uniform float uTaps[' + filterWindow + '];\\n';\n fragmentShader += 'void main() {\\n';\n fragmentShader += ' vec4 color = texture2D(uTexture, vTexCoord);\\n';\n fragmentShader += ' float sum = 1.0;\\n';\n\n offsets.forEach(function(offset, i) {\n fragmentShader += ' color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' sum += 2.0 * uTaps[' + i + '];\\n';\n });\n fragmentShader += ' gl_FragColor = color / sum;\\n';\n fragmentShader += '}';\n return fragmentShader;\n },\n\n fragmentSourceTOP: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n',\n\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return (sin(x) / x) * sin(xx) / xx;\n };\n },\n\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n scaleX = this.scaleX,\n scaleY = this.scaleY;\n\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n\n var oW = imageData.width, oH = imageData.height,\n dW = round(oW * scaleX), dH = round(oH * scaleY),\n newData;\n\n if (this.resizeType === 'sliceHack') {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'hermite') {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'bilinear') {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'lanczos') {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData,\n mult = 0.5, doneW = false, doneH = false, stepW = oW * mult,\n stepH = oH * mult, resources = fabric.filterBackend.resources,\n tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement('canvas');\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext('2d');\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n\n dW = floor(dW);\n dH = floor(dH);\n\n while (!doneW || !doneH) {\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n }\n else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n }\n else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n lanczosResize: function(options, oW, oH, dW, dH) {\n\n function process(u) {\n var v, i, weight, idx, a, red, green,\n blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for (v = 0; v < dH; v++) {\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0; red = 0; green = 0; blue = 0; alpha = 0;\n for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = { };\n }\n for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n\n if (++u < dW) {\n return process(u);\n }\n else {\n return destImg;\n }\n }\n\n var srcData = options.imageData.data,\n destImg = options.ctx.createImageData(dW, dH),\n destData = destImg.data,\n lanczos = this.lanczosCreate(this.lanczosLobes),\n ratioX = this.rcpScaleX, ratioY = this.rcpScaleY,\n rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY,\n range2X = ceil(ratioX * this.lanczosLobes / 2),\n range2Y = ceil(ratioY * this.lanczosLobes / 2),\n cacheLanc = { }, center = { }, icenter = { };\n\n return process(0);\n },\n\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl,\n color, offset = 0, origPix, ratioX = this.rcpScaleX,\n ratioY = this.rcpScaleY,\n w4 = 4 * (oW - 1), img = options.imageData,\n pixels = img.data, destImage = options.ctx.createImageData(dW, dH),\n destPixels = destImage.data;\n for (i = 0; i < dH; i++) {\n for (j = 0; j < dW; j++) {\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n\n for (chnl = 0; chnl < 4; chnl++) {\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +\n c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY,\n ratioWHalf = ceil(ratioW / 2),\n ratioHHalf = ceil(ratioH / 2),\n img = options.imageData, data = img.data,\n img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for (var j = 0; j < dH; j++) {\n for (var i = 0; i < dW; i++) {\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0,\n gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,\n centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,\n w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */\n if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */\n }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */\n fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Contrast',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uContrast;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n' +\n 'color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */\n contrast: 0,\n\n mainParameter: 'contrast',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */\n\n /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len,\n data = imageData.data, len = data.length,\n contrast = Math.floor(this.contrast * 255),\n contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n\n for (i = 0; i < len; i += 4) {\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, 'uContrast'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */\n fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Saturation',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uSaturation;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float rgMax = max(color.r, color.g);\\n' +\n 'float rgbMax = max(rgMax, color.b);\\n' +\n 'color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n' +\n 'color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n' +\n 'color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */\n saturation: 0,\n\n mainParameter: 'saturation',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */\n\n /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.saturation, i, max;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, 'uSaturation'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */\n fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Vibrance filter class\n * @class fabric.Image.filters.Vibrance\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Vibrance#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Vibrance({\n * vibrance: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Vibrance = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Vibrance.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Vibrance',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uVibrance;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float max = max(color.r, max(color.g, color.b));\\n' +\n 'float avg = (color.r + color.g + color.b) / 3.0;\\n' +\n 'float amt = (abs(max - avg) * 2.0) * uVibrance;\\n' +\n 'color.r += max != color.r ? (max - color.r) * amt : 0.00;\\n' +\n 'color.g += max != color.g ? (max - color.g) * amt : 0.00;\\n' +\n 'color.b += max != color.b ? (max - color.b) * amt : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Vibrance value, from -1 to 1.\n * Increases/decreases the saturation of more muted colors with less effect on saturated colors.\n * A value of 0 has no effect.\n * \n * @param {Number} vibrance\n * @default\n */\n vibrance: 0,\n\n mainParameter: 'vibrance',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Vibrance.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.vibrance=0] Vibrance value for the image (between -1 and 1)\n */\n\n /**\n * Apply the Vibrance operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.vibrance === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.vibrance, i, max, avg, amt;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n avg = (data[i] + data[i + 1] + data[i + 2]) / 3;\n amt = ((Math.abs(max - avg) * 2 / 255) * adjust);\n data[i] += max !== data[i] ? (max - data[i]) * amt : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * amt : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * amt : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uVibrance: gl.getUniformLocation(program, 'uVibrance'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uVibrance, -this.vibrance);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Vibrance} Instance of fabric.Image.filters.Vibrance\n */\n fabric.Image.filters.Vibrance.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n\n type: 'Blur',\n\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/\n\n /* eslint-disable max-len */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'const float nSamples = 15.0;\\n' +\n 'vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n' +\n 'float random(vec3 scale) {\\n' +\n /* use the fragment position for a different seed per-pixel */\n 'return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0.0);\\n' +\n 'float total = 0.0;\\n' +\n 'float offset = random(v3offset);\\n' +\n 'for (float t = -nSamples; t <= nSamples; t++) {\\n' +\n 'float percent = (t + offset - 0.5) / nSamples;\\n' +\n 'float weight = 1.0 - abs(percent);\\n' +\n 'color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n' +\n 'total += weight;\\n' +\n '}\\n' +\n 'gl_FragColor = color / total;\\n' +\n '}',\n /* eslint-enable max-len */\n\n /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n * @type Number\n * @default\n */\n blur: 0,\n\n mainParameter: 'blur',\n\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2,\n width = options.imageData.width,\n height = options.imageData.height;\n\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext('2d'),\n ctx2 = canvas2.getContext('2d'),\n nSamples = 15,\n random, percent, j, i,\n blur = this.blur * 0.06 * 0.5;\n\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, 'uDelta'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */\n chooseRightDelta: function() {\n var blurScale = 1, delta = [0, 0], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n }\n else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n }\n else {\n delta[1] = blur;\n }\n return delta;\n },\n });\n\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */\n filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Gamma',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec3 uGamma;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec3 correction = (1.0 / uGamma);\\n' +\n 'color.r = pow(color.r, correction.r);\\n' +\n 'color.g = pow(color.g, correction.g);\\n' +\n 'color.b = pow(color.b, correction.b);\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.rgb *= color.a;\\n' +\n '}',\n\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */\n gamma: [1, 1, 1],\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'gamma',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.gamma = [1, 1, 1];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data,\n gamma = this.gamma, len = data.length,\n rInv = 1 / gamma[0], gInv = 1 / gamma[1],\n bInv = 1 / gamma[2], i;\n\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for (i = 0, len = 256; i < len; i++) {\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for (i = 0, len = data.length; i < len; i += 4) {\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, 'uGamma'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */\n fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */\n filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n\n type: 'Composed',\n\n /**\n * A non sparse array of filters to apply\n */\n subFilters: [],\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */\n applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */\n toObject: function() {\n return fabric.util.object.extend(this.callSuper('toObject'), {\n subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),\n });\n },\n\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });\n }\n });\n\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */\n fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [],\n subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }),\n instance = new fabric.Image.filters.Composed({ subFilters: subFilters });\n callback && callback(instance);\n return instance;\n };\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'HueRotation',\n\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */\n rotation: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'rotation',\n\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad),\n aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n },\n\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */\n fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( true ? exports : 0);\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = { }),\n clone = fabric.util.object.clone;\n\n if (fabric.Text) {\n fabric.warn('fabric.Text is already defined');\n return;\n }\n\n var additionalProps =\n ('fontFamily fontWeight fontSize text underline overline linethrough' +\n ' textAlign fontStyle lineHeight textBackgroundColor charSpacing styles' +\n ' direction path pathStartOffset pathSide pathAlign').split(' ');\n\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */\n fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */\n _dimensionAffectingProps: [\n 'fontSize',\n 'fontWeight',\n 'fontFamily',\n 'fontStyle',\n 'lineHeight',\n 'text',\n 'charSpacing',\n 'textAlign',\n 'styles',\n 'path',\n 'pathStartOffset',\n 'pathSide',\n 'pathAlign'\n ],\n\n /**\n * @private\n */\n _reNewline: /\\r?\\n/,\n\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpacesAndTabs: /[ \\t\\r]/g,\n\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpaceAndTab: /[ \\t\\r]/,\n\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reWords: /\\S+/g,\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'text',\n\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */\n fontSize: 40,\n\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */\n fontWeight: 'normal',\n\n /**\n * Font family\n * @type String\n * @default\n */\n fontFamily: 'Times New Roman',\n\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */\n underline: false,\n\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */\n overline: false,\n\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */\n linethrough: false,\n\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */\n textAlign: 'left',\n\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */\n fontStyle: 'normal',\n\n /**\n * Line height\n * @type Number\n * @default\n */\n lineHeight: 1.16,\n\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n superscript: {\n size: 0.60, // fontSize factor\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n subscript: {\n size: 0.60, // fontSize factor\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n\n /**\n * Background color of text lines\n * @type String\n * @default\n */\n textBackgroundColor: '',\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */\n path: null,\n\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */\n pathStartOffset: 0,\n\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */\n pathSide: 'left',\n\n /**\n * How text is aligned to the path. This property determines\n * the perpendicular position of each character relative to the path.\n * (one of \"baseline\", \"center\", \"ascender\", \"descender\")\n * This feature is in BETA, and its behavior may change\n * @type String\n * @default\n */\n pathAlign: 'baseline',\n\n /**\n * @private\n */\n _fontSizeFraction: 0.222,\n\n /**\n * @private\n */\n offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */\n _fontSizeMult: 1.13,\n\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */\n charSpacing: 0,\n\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */\n styles: null,\n\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */\n _measuringContext: null,\n\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */\n deltaY: 0,\n\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */\n direction: 'ltr',\n\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */\n _styleProperties: [\n 'stroke',\n 'strokeWidth',\n 'fill',\n 'fontFamily',\n 'fontSize',\n 'fontWeight',\n 'fontStyle',\n 'underline',\n 'overline',\n 'linethrough',\n 'deltaY',\n 'textBackgroundColor',\n ],\n\n /**\n * contains characters bounding boxes\n */\n __charBounds: [],\n\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */\n CACHE_FONT_SIZE: 400,\n\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */\n MIN_TEXT_WIDTH: 2,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n initialize: function(text, options) {\n this.styles = options ? (options.styles || { }) : { };\n this.text = text;\n this.__skipDimension = true;\n this.callSuper('initialize', options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */\n setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * this is for internal use, please do not use it\n * @private\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache ||\n fabric.util.createCanvasElement().getContext('2d');\n }\n return fabric._measuringContext;\n },\n\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */\n _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n }\n else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Enlarge space boxes and shift the others\n */\n enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for (var j = 0, jlen = line.length; j <= jlen; j++) {\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n }\n else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */\n missingNewlineOffset: function() {\n return 1;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var dims = this.callSuper('_getCacheCanvasDimensions');\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, 'underline');\n this._renderText(ctx);\n this._renderTextDecoration(ctx, 'overline');\n this._renderTextDecoration(ctx, 'linethrough');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderText: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n }\n else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */\n _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = 'alphabetical';\n if (this.path) {\n switch (this.pathAlign) {\n case 'center':\n ctx.textBaseline = 'middle';\n break;\n case 'ascender':\n ctx.textBaseline = 'top';\n break;\n case 'descender':\n ctx.textBaseline = 'bottom';\n break;\n }\n }\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */\n calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n\n for (var i = 1, len = this._textLines.length; i < len; i++) {\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */\n _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {\n return;\n }\n var heightOfLine,\n lineLeftOffset, originalFill = ctx.fillStyle,\n line, lastColor,\n leftOffset = this._getLeftOffset(),\n lineTopOffset = this._getTopOffset(),\n boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path,\n drawStart;\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(\n -charBox.width / 2,\n -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction),\n charBox.width,\n heightOfLine / this.lineHeight\n );\n ctx.restore();\n }\n else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */\n getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = { };\n }\n var cache = fabric.charWidthsCache[fontFamily],\n cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = { };\n }\n return cache[cacheProp];\n },\n\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */\n _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle),\n previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char,\n stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth,\n fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };\n },\n\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */\n getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, 'fontSize');\n },\n\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */\n _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme,\n graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length),\n positionInPath = 0, startingPoint, totalPathLength, path = this.path,\n reverse = this.pathSide === 'right';\n\n this.__charBounds[lineIndex] = lineBounds;\n for (i = 0; i < line.length; i++) {\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch (this.textAlign) {\n case 'left':\n positionInPath = reverse ? (totalPathLength - width) : 0;\n break;\n case 'center':\n positionInPath = (totalPathLength - width) / 2;\n break;\n case 'right':\n positionInPath = reverse ? 0 : (totalPathLength - width);\n break;\n //todo - add support for justify\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for (i = reverse ? line.length - 1 : 0;\n reverse ? i >= 0 : i < line.length;\n reverse ? i-- : i++) {\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n }\n else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return { width: width, numOfSpaces: numOfSpaces };\n },\n\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */\n _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2,\n path = this.path;\n\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === 'right' ? Math.PI : 0);\n },\n\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */\n _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },\n info = this._measureChar(grapheme, style, prevGrapheme, prevStyle),\n kernedWidth = info.kernedWidth,\n width = info.width, charSpacing;\n\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY,\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */\n getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n\n var line = this._textLines[lineIndex],\n // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for (var i = 1, len = line.length; i < len; i++) {\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n\n /**\n * Calculate text box height\n */\n calcTextHeight: function() {\n var lineHeight, height = 0;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineHeight = this.getHeightOfLine(i);\n height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);\n }\n return height;\n },\n\n /**\n * @private\n * @return {Number} Left offset\n */\n _getLeftOffset: function() {\n return this.direction === 'ltr' ? -this.width / 2 : this.width / 2;\n },\n\n /**\n * @private\n * @return {Number} Top offset\n */\n _getTopOffset: function() {\n return -this.height / 2;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */\n _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n var heightOfLine = this.getHeightOfLine(i),\n maxHeight = heightOfLine / this.lineHeight,\n leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(\n method,\n ctx,\n this._textLines[i],\n left + leftOffset,\n top + lineHeights + maxHeight,\n i\n );\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas('fill')) {\n return;\n }\n\n this._renderTextCommon(ctx, 'fillText');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, 'strokeText');\n ctx.closePath();\n ctx.restore();\n },\n\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */\n _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox,\n boxWidth = 0,\n timeToRender,\n path = this.path,\n shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path,\n isLtr = this.direction === 'ltr', sign = this.direction === 'ltr' ? 1 : -1,\n drawingLeft, currentDirection = ctx.canvas.getAttribute('dir');\n ctx.save();\n if (currentDirection !== this.direction) {\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n }\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n this._renderChar(method, ctx, lineIndex, 0, line.join(''), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, false);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n }\n else {\n drawingLeft = left;\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = '';\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */\n _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx,\n // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === 'percentage' || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return { offsetX: offsetX, offsetY: offsetY };\n }\n else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n }\n else {\n // is a color\n ctx[property] = filler;\n }\n return { offsetX: 0, offsetY: 0 };\n },\n\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, 'strokeStyle', decl.stroke);\n },\n\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, 'fillStyle', decl.fill);\n },\n\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */\n _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex),\n fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n shouldFill = method === 'fillText' && fullDecl.fill,\n shouldStroke = method === 'strokeText' && fullDecl.stroke && fullDecl.strokeWidth,\n fillOffsets, strokeOffsets;\n\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n\n ctx.font = this._getFontDeclaration(fullDecl);\n\n\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true),\n fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),\n dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),\n style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */\n _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex),\n lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction,\n isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === 'justify'\n || (textAlign === 'justify-center' && !isEndOfWrapping)\n || (textAlign === 'justify-right' && !isEndOfWrapping)\n || (textAlign === 'justify-left' && !isEndOfWrapping)\n ) {\n return 0;\n }\n if (textAlign === 'center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'right') {\n leftOffset = lineDiff;\n }\n if (textAlign === 'justify-center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'justify-right') {\n leftOffset = lineDiff;\n }\n if (direction === 'rtl') {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n\n /**\n * @private\n */\n _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n\n /**\n * @private\n */\n _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex] !== undefined) {\n return this.__lineWidths[lineIndex];\n }\n\n var lineInfo = this.measureLine(lineIndex);\n var width = lineInfo.width;\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */\n getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== 'undefined') {\n return charStyle[property];\n }\n return this[property];\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size,\n lineLeftOffset, dy, _dy,\n line, lastDecoration,\n leftOffset = this._getLeftOffset(),\n topOffset = this._getTopOffset(), top,\n boxStart, boxWidth, charBox, currentDecoration,\n maxHeight, currentFill, lastFill, path = this.path,\n charSpacing = this._getWidthOfCharSpacing(),\n offsetY = this.offsets[type];\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, 'fill');\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, 'deltaY');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, 'fill');\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, 'deltaY');\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(\n -charBox.kernedWidth / 2,\n offsetY * _size + _dy,\n charBox.kernedWidth,\n this.fontSize / 15\n );\n ctx.restore();\n }\n else if (\n (currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy)\n && boxWidth > 0\n ) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth,\n this.fontSize / 15\n );\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth - charSpacing,\n this.fontSize / 15\n );\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */\n _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily,\n fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined ||\n family.indexOf('\\'') > -1 || family.indexOf(',') > -1 ||\n family.indexOf('\"') > -1 || fontIsGeneric\n ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),\n (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),\n forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',\n fontFamily\n ].join(' ');\n },\n\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper('render', ctx);\n },\n\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */\n _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline),\n newLines = new Array(lines.length),\n newLine = ['\\n'],\n newText = [];\n for (var i = 0; i < lines.length; i++) {\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper('toObject', allProperties);\n obj.styles = fabric.util.stylesToArray(this.styles, this.text);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n this.callSuper('set', key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === 'object') {\n for (var _key in key) {\n if (_key === 'path') {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === 'path';\n }\n }\n else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === 'path';\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */\n complexity: function() {\n return 1;\n }\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Text.fromElement})\n * @static\n * @memberOf fabric.Text\n * @see: http://www.w3.org/TR/SVG/text.html#TextElement\n */\n fabric.Text.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(\n 'x y dx dy font-family font-style font-weight font-size letter-spacing text-decoration text-anchor'.split(' '));\n\n /**\n * Default SVG font size\n * @static\n * @memberOf fabric.Text\n */\n fabric.Text.DEFAULT_SVG_FONT_SIZE = 16;\n\n /**\n * Returns fabric.Text instance from an SVG element (not yet implemented)\n * @static\n * @memberOf fabric.Text\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Text.fromElement = function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Text.ATTRIBUTE_NAMES),\n parsedAnchor = parsedAttributes.textAnchor || 'left';\n options = fabric.util.object.extend((options ? clone(options) : { }), parsedAttributes);\n\n options.top = options.top || 0;\n options.left = options.left || 0;\n if (parsedAttributes.textDecoration) {\n var textDecoration = parsedAttributes.textDecoration;\n if (textDecoration.indexOf('underline') !== -1) {\n options.underline = true;\n }\n if (textDecoration.indexOf('overline') !== -1) {\n options.overline = true;\n }\n if (textDecoration.indexOf('line-through') !== -1) {\n options.linethrough = true;\n }\n delete options.textDecoration;\n }\n if ('dx' in parsedAttributes) {\n options.left += parsedAttributes.dx;\n }\n if ('dy' in parsedAttributes) {\n options.top += parsedAttributes.dy;\n }\n if (!('fontSize' in options)) {\n options.fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n\n var textContent = '';\n\n // The XML is not properly parsed in IE9 so a workaround to get\n // textContent is through firstChild.data. Another workaround would be\n // to convert XML loaded from a file to be converted using DOMParser (same way loadSVGFromString() does)\n if (!('textContent' in element)) {\n if ('firstChild' in element && element.firstChild !== null) {\n if ('data' in element.firstChild && element.firstChild.data !== null) {\n textContent = element.firstChild.data;\n }\n }\n }\n else {\n textContent = element.textContent;\n }\n\n textContent = textContent.replace(/^\\s+|\\s+$|\\n+/g, '').replace(/\\s+/g, ' ');\n var originalStrokeWidth = options.strokeWidth;\n options.strokeWidth = 0;\n\n var text = new fabric.Text(textContent, options),\n textHeightScaleFactor = text.getScaledHeight() / text.height,\n lineHeightDiff = (text.height + text.strokeWidth) * text.lineHeight - text.height,\n scaledDiff = lineHeightDiff * textHeightScaleFactor,\n textHeight = text.getScaledHeight() + scaledDiff,\n offX = 0;\n /*\n Adjust positioning:\n x/y attributes in SVG correspond to the bottom-left corner of text bounding box\n fabric output by default at top, left.\n */\n if (parsedAnchor === 'center') {\n offX = text.getScaledWidth() / 2;\n }\n if (parsedAnchor === 'right') {\n offX = text.getScaledWidth();\n }\n text.set({\n left: text.left - offX,\n top: text.top - (textHeight - text.fontSize * (0.07 + text._fontSizeFraction)) / text.lineHeight,\n strokeWidth: typeof originalStrokeWidth !== 'undefined' ? originalStrokeWidth : 1,\n });\n callback(text);\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */\n fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject('Text', objectCopy, function(textInstance) {\n textInstance.styles = fabric.util.stylesFromArray(object.styles, object.text);\n if (path) {\n fabric.Object._fromObject('Path', path, function(pathInstance) {\n textInstance.set('path', pathInstance);\n callback(textInstance);\n }, 'path');\n }\n else {\n callback(textInstance);\n }\n }, 'text');\n };\n\n fabric.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n\n})( true ? exports : 0);\n\n\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n return true;\n },\n\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { 0: this.styles[lineIndex] };\n // eslint-disable-next-line\n for (var p1 in obj) {\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n if (typeof obj[p1][p2][property] !== 'undefined') {\n return true;\n }\n }\n }\n return false;\n },\n\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */\n cleanStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,\n allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for (var p1 in obj) {\n letterCount = 0;\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n var styleObject = obj[p1][p2],\n stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n\n stylesCount++;\n\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n }\n else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n }\n else {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n }\n else {\n delete obj[p1][p2];\n }\n }\n\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for (var i = 0; i < this._textLines.length; i++) {\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */\n removeStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for (lineNum in obj) {\n line = obj[lineNum];\n for (charNum in line) {\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n\n /**\n * @private\n */\n _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */\n get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === 'undefined') {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines,\n len = lines.length;\n for (var i = 0; i < len; i++) {\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */\n getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for (var i = startIndex; i < endIndex; i++) {\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */\n getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position),\n style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :\n this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */\n setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n for (var i = startIndex; i < endIndex; i++) {\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */\n this._forceClearCache = true;\n return this;\n },\n\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */\n getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || { },\n styleObject = { }, prop;\n for (var i = 0; i < this._styleProperties.length; i++) {\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];\n }\n return styleObject;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */\n _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n\n /**\n * @param {Number} lineIndex\n * @private\n */\n _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n\n\n(function() {\n\n function parseDecoration(object) {\n if (object.textDecoration) {\n object.textDecoration.indexOf('underline') > -1 && (object.underline = true);\n object.textDecoration.indexOf('line-through') > -1 && (object.linethrough = true);\n object.textDecoration.indexOf('overline') > -1 && (object.overline = true);\n delete object.textDecoration;\n }\n }\n\n /**\n * IText class (introduced in v1.4) Events are also fired with \"text:\"\n * prefix when observing canvas.\n * @class fabric.IText\n * @extends fabric.Text\n * @mixes fabric.Observable\n *\n * @fires changed\n * @fires selection:changed\n * @fires editing:entered\n * @fires editing:exited\n *\n * @return {fabric.IText} thisArg\n * @see {@link fabric.IText#initialize} for constructor definition\n *\n *

Supported key combinations:

\n *
\n   *   Move cursor:                    left, right, up, down\n   *   Select character:               shift + left, shift + right\n   *   Select text vertically:         shift + up, shift + down\n   *   Move cursor by word:            alt + left, alt + right\n   *   Select words:                   shift + alt + left, shift + alt + right\n   *   Move cursor to line start/end:  cmd + left, cmd + right or home, end\n   *   Select till start/end of line:  cmd + shift + left, cmd + shift + right or shift + home, shift + end\n   *   Jump to start/end of text:      cmd + up, cmd + down\n   *   Select till start/end of text:  cmd + shift + up, cmd + shift + down or shift + pgUp, shift + pgDown\n   *   Delete character:               backspace\n   *   Delete word:                    alt + backspace\n   *   Delete line:                    cmd + backspace\n   *   Forward delete:                 delete\n   *   Copy text:                      ctrl/cmd + c\n   *   Paste text:                     ctrl/cmd + v\n   *   Cut text:                       ctrl/cmd + x\n   *   Select entire text:             ctrl/cmd + a\n   *   Quit editing                    tab or esc\n   * 
\n *\n *

Supported mouse/touch combination

\n *
\n   *   Position cursor:                click/touch\n   *   Create selection:               click/touch & drag\n   *   Create selection:               click & shift + click\n   *   Select word:                    double click\n   *   Select line:                    triple click\n   * 
\n */\n fabric.IText = fabric.util.createClass(fabric.Text, fabric.Observable, /** @lends fabric.IText.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'i-text',\n\n /**\n * Index where text selection starts (or where cursor is when there is no selection)\n * @type Number\n * @default\n */\n selectionStart: 0,\n\n /**\n * Index where text selection ends\n * @type Number\n * @default\n */\n selectionEnd: 0,\n\n /**\n * Color of text selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(17,119,255,0.3)',\n\n /**\n * Indicates whether text is in editing mode\n * @type Boolean\n * @default\n */\n isEditing: false,\n\n /**\n * Indicates whether a text can be edited\n * @type Boolean\n * @default\n */\n editable: true,\n\n /**\n * Border color of text object while it's in editing mode\n * @type String\n * @default\n */\n editingBorderColor: 'rgba(102,153,255,0.25)',\n\n /**\n * Width of cursor (in px)\n * @type Number\n * @default\n */\n cursorWidth: 2,\n\n /**\n * Color of text cursor color in editing mode.\n * if not set (default) will take color from the text.\n * if set to a color value that fabric can understand, it will\n * be used instead of the color of the text at the current position.\n * @type String\n * @default\n */\n cursorColor: '',\n\n /**\n * Delay between cursor blink (in ms)\n * @type Number\n * @default\n */\n cursorDelay: 1000,\n\n /**\n * Duration of cursor fadein (in ms)\n * @type Number\n * @default\n */\n cursorDuration: 600,\n\n /**\n * Indicates whether internal text char widths can be cached\n * @type Boolean\n * @default\n */\n caching: true,\n\n /**\n * DOM container to append the hiddenTextarea.\n * An alternative to attaching to the document.body.\n * Useful to reduce laggish redraw of the full document.body tree and\n * also with modals event capturing that won't let the textarea take focus.\n * @type HTMLElement\n * @default\n */\n hiddenTextareaContainer: null,\n\n /**\n * @private\n */\n _reSpace: /\\s|\\n/,\n\n /**\n * @private\n */\n _currentCursorOpacity: 0,\n\n /**\n * @private\n */\n _selectionDirection: null,\n\n /**\n * @private\n */\n _abortCursorAnimation: false,\n\n /**\n * @private\n */\n __widthOfSpace: [],\n\n /**\n * Helps determining when the text is in composition, so that the cursor\n * rendering is altered.\n */\n inCompositionMode: false,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.IText} thisArg\n */\n initialize: function(text, options) {\n this.callSuper('initialize', text, options);\n this.initBehavior();\n },\n\n /**\n * Sets selection start (left boundary of a selection)\n * @param {Number} index Index to set selection start to\n */\n setSelectionStart: function(index) {\n index = Math.max(index, 0);\n this._updateAndFire('selectionStart', index);\n },\n\n /**\n * Sets selection end (right boundary of a selection)\n * @param {Number} index Index to set selection end to\n */\n setSelectionEnd: function(index) {\n index = Math.min(index, this.text.length);\n this._updateAndFire('selectionEnd', index);\n },\n\n /**\n * @private\n * @param {String} property 'selectionStart' or 'selectionEnd'\n * @param {Number} index new position of property\n */\n _updateAndFire: function(property, index) {\n if (this[property] !== index) {\n this._fireSelectionChanged();\n this[property] = index;\n }\n this._updateTextarea();\n },\n\n /**\n * Fires the even of selection changed\n * @private\n */\n _fireSelectionChanged: function() {\n this.fire('selection:changed');\n this.canvas && this.canvas.fire('text:selection:changed', { target: this });\n },\n\n /**\n * Initialize text dimensions. Render all text on given context\n * or on a offscreen canvas to get the text width with measureText.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n * @private\n */\n initDimensions: function() {\n this.isEditing && this.initDelayedCursor();\n this.clearContextTop();\n this.callSuper('initDimensions');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n this.clearContextTop();\n this.callSuper('render', ctx);\n // clear the cursorOffsetCache, so we ensure to calculate once per renderCursor\n // the correct position but not at every cursor animation.\n this.cursorOffsetCache = { };\n this.renderCursorOrSelection();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n this.callSuper('_render', ctx);\n },\n\n /**\n * Prepare and clean the contextTop\n */\n clearContextTop: function(skipRestore) {\n if (!this.isEditing || !this.canvas || !this.canvas.contextTop) {\n return;\n }\n var ctx = this.canvas.contextTop, v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this.transform(ctx);\n this._clearTextArea(ctx);\n skipRestore || ctx.restore();\n },\n /**\n * Renders cursor or selection (depending on what exists)\n * it does on the contextTop. If contextTop is not available, do nothing.\n */\n renderCursorOrSelection: function() {\n if (!this.isEditing || !this.canvas || !this.canvas.contextTop) {\n return;\n }\n var boundaries = this._getCursorBoundaries(),\n ctx = this.canvas.contextTop;\n this.clearContextTop(true);\n if (this.selectionStart === this.selectionEnd) {\n this.renderCursor(boundaries, ctx);\n }\n else {\n this.renderSelection(boundaries, ctx);\n }\n ctx.restore();\n },\n\n _clearTextArea: function(ctx) {\n // we add 4 pixel, to be sure to do not leave any pixel out\n var width = this.width + 4, height = this.height + 4;\n ctx.clearRect(-width / 2, -height / 2, width, height);\n },\n\n /**\n * Returns cursor boundaries (left, top, leftOffset, topOffset)\n * @private\n * @param {Array} chars Array of characters\n * @param {String} typeOfBoundaries\n */\n _getCursorBoundaries: function(position) {\n\n // left/top are left/top of entire text box\n // leftOffset/topOffset are offset from that left/top point of a text box\n\n if (typeof position === 'undefined') {\n position = this.selectionStart;\n }\n\n var left = this._getLeftOffset(),\n top = this._getTopOffset(),\n offsets = this._getCursorBoundariesOffsets(position);\n return {\n left: left,\n top: top,\n leftOffset: offsets.left,\n topOffset: offsets.top\n };\n },\n\n /**\n * @private\n */\n _getCursorBoundariesOffsets: function(position) {\n if (this.cursorOffsetCache && 'top' in this.cursorOffsetCache) {\n return this.cursorOffsetCache;\n }\n var lineLeftOffset,\n lineIndex,\n charIndex,\n topOffset = 0,\n leftOffset = 0,\n boundaries,\n cursorPosition = this.get2DCursorLocation(position);\n charIndex = cursorPosition.charIndex;\n lineIndex = cursorPosition.lineIndex;\n for (var i = 0; i < lineIndex; i++) {\n topOffset += this.getHeightOfLine(i);\n }\n lineLeftOffset = this._getLineLeftOffset(lineIndex);\n var bound = this.__charBounds[lineIndex][charIndex];\n bound && (leftOffset = bound.left);\n if (this.charSpacing !== 0 && charIndex === this._textLines[lineIndex].length) {\n leftOffset -= this._getWidthOfCharSpacing();\n }\n boundaries = {\n top: topOffset,\n left: lineLeftOffset + (leftOffset > 0 ? leftOffset : 0),\n };\n if (this.direction === 'rtl') {\n boundaries.left *= -1;\n }\n this.cursorOffsetCache = boundaries;\n return this.cursorOffsetCache;\n },\n\n /**\n * Renders cursor\n * @param {Object} boundaries\n * @param {CanvasRenderingContext2D} ctx transformed context to draw on\n */\n renderCursor: function(boundaries, ctx) {\n var cursorLocation = this.get2DCursorLocation(),\n lineIndex = cursorLocation.lineIndex,\n charIndex = cursorLocation.charIndex > 0 ? cursorLocation.charIndex - 1 : 0,\n charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize'),\n multiplier = this.scaleX * this.canvas.getZoom(),\n cursorWidth = this.cursorWidth / multiplier,\n topOffset = boundaries.topOffset,\n dy = this.getValueOfPropertyAt(lineIndex, charIndex, 'deltaY');\n topOffset += (1 - this._fontSizeFraction) * this.getHeightOfLine(lineIndex) / this.lineHeight\n - charHeight * (1 - this._fontSizeFraction);\n\n if (this.inCompositionMode) {\n this.renderSelection(boundaries, ctx);\n }\n ctx.fillStyle = this.cursorColor || this.getValueOfPropertyAt(lineIndex, charIndex, 'fill');\n ctx.globalAlpha = this.__isMousedown ? 1 : this._currentCursorOpacity;\n ctx.fillRect(\n boundaries.left + boundaries.leftOffset - cursorWidth / 2,\n topOffset + boundaries.top + dy,\n cursorWidth,\n charHeight);\n },\n\n /**\n * Renders text selection\n * @param {Object} boundaries Object with left/top/leftOffset/topOffset\n * @param {CanvasRenderingContext2D} ctx transformed context to draw on\n */\n renderSelection: function(boundaries, ctx) {\n\n var selectionStart = this.inCompositionMode ? this.hiddenTextarea.selectionStart : this.selectionStart,\n selectionEnd = this.inCompositionMode ? this.hiddenTextarea.selectionEnd : this.selectionEnd,\n isJustify = this.textAlign.indexOf('justify') !== -1,\n start = this.get2DCursorLocation(selectionStart),\n end = this.get2DCursorLocation(selectionEnd),\n startLine = start.lineIndex,\n endLine = end.lineIndex,\n startChar = start.charIndex < 0 ? 0 : start.charIndex,\n endChar = end.charIndex < 0 ? 0 : end.charIndex;\n\n for (var i = startLine; i <= endLine; i++) {\n var lineOffset = this._getLineLeftOffset(i) || 0,\n lineHeight = this.getHeightOfLine(i),\n realLineHeight = 0, boxStart = 0, boxEnd = 0;\n\n if (i === startLine) {\n boxStart = this.__charBounds[startLine][startChar].left;\n }\n if (i >= startLine && i < endLine) {\n boxEnd = isJustify && !this.isEndOfWrapping(i) ? this.width : this.getLineWidth(i) || 5; // WTF is this 5?\n }\n else if (i === endLine) {\n if (endChar === 0) {\n boxEnd = this.__charBounds[endLine][endChar].left;\n }\n else {\n var charSpacing = this._getWidthOfCharSpacing();\n boxEnd = this.__charBounds[endLine][endChar - 1].left\n + this.__charBounds[endLine][endChar - 1].width - charSpacing;\n }\n }\n realLineHeight = lineHeight;\n if (this.lineHeight < 1 || (i === endLine && this.lineHeight > 1)) {\n lineHeight /= this.lineHeight;\n }\n var drawStart = boundaries.left + lineOffset + boxStart,\n drawWidth = boxEnd - boxStart,\n drawHeight = lineHeight, extraTop = 0;\n if (this.inCompositionMode) {\n ctx.fillStyle = this.compositionColor || 'black';\n drawHeight = 1;\n extraTop = lineHeight;\n }\n else {\n ctx.fillStyle = this.selectionColor;\n }\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - drawWidth;\n }\n ctx.fillRect(\n drawStart,\n boundaries.top + boundaries.topOffset + extraTop,\n drawWidth,\n drawHeight);\n boundaries.topOffset += realLineHeight;\n }\n },\n\n /**\n * High level function to know the height of the cursor.\n * the currentChar is the one that precedes the cursor\n * Returns fontSize of char at the current cursor\n * Unused from the library, is for the end user\n * @return {Number} Character font size\n */\n getCurrentCharFontSize: function() {\n var cp = this._getCurrentCharIndex();\n return this.getValueOfPropertyAt(cp.l, cp.c, 'fontSize');\n },\n\n /**\n * High level function to know the color of the cursor.\n * the currentChar is the one that precedes the cursor\n * Returns color (fill) of char at the current cursor\n * if the text object has a pattern or gradient for filler, it will return that.\n * Unused by the library, is for the end user\n * @return {String | fabric.Gradient | fabric.Pattern} Character color (fill)\n */\n getCurrentCharColor: function() {\n var cp = this._getCurrentCharIndex();\n return this.getValueOfPropertyAt(cp.l, cp.c, 'fill');\n },\n\n /**\n * Returns the cursor position for the getCurrent.. functions\n * @private\n */\n _getCurrentCharIndex: function() {\n var cursorPosition = this.get2DCursorLocation(this.selectionStart, true),\n charIndex = cursorPosition.charIndex > 0 ? cursorPosition.charIndex - 1 : 0;\n return { l: cursorPosition.lineIndex, c: charIndex };\n }\n });\n\n /**\n * Returns fabric.IText instance from an object representation\n * @static\n * @memberOf fabric.IText\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as argument\n */\n fabric.IText.fromObject = function(object, callback) {\n var styles = fabric.util.stylesFromArray(object.styles, object.text);\n //copy object to prevent mutation\n var objCopy = Object.assign({}, object, { styles: styles });\n parseDecoration(objCopy);\n if (objCopy.styles) {\n for (var i in objCopy.styles) {\n for (var j in objCopy.styles[i]) {\n parseDecoration(objCopy.styles[i][j]);\n }\n }\n }\n fabric.Object._fromObject('IText', objCopy, callback, 'text');\n };\n})();\n\n\n(function() {\n\n var clone = fabric.util.object.clone;\n\n fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n\n /**\n * Initializes all the interactive behavior of IText\n */\n initBehavior: function() {\n this.initAddedHandler();\n this.initRemovedHandler();\n this.initCursorSelectionHandlers();\n this.initDoubleClickSimulation();\n this.mouseMoveHandler = this.mouseMoveHandler.bind(this);\n },\n\n onDeselect: function() {\n this.isEditing && this.exitEditing();\n this.selected = false;\n },\n\n /**\n * Initializes \"added\" event handler\n */\n initAddedHandler: function() {\n var _this = this;\n this.on('added', function() {\n var canvas = _this.canvas;\n if (canvas) {\n if (!canvas._hasITextHandlers) {\n canvas._hasITextHandlers = true;\n _this._initCanvasHandlers(canvas);\n }\n canvas._iTextInstances = canvas._iTextInstances || [];\n canvas._iTextInstances.push(_this);\n }\n });\n },\n\n initRemovedHandler: function() {\n var _this = this;\n this.on('removed', function() {\n var canvas = _this.canvas;\n if (canvas) {\n canvas._iTextInstances = canvas._iTextInstances || [];\n fabric.util.removeFromArray(canvas._iTextInstances, _this);\n if (canvas._iTextInstances.length === 0) {\n canvas._hasITextHandlers = false;\n _this._removeCanvasHandlers(canvas);\n }\n }\n });\n },\n\n /**\n * register canvas event to manage exiting on other instances\n * @private\n */\n _initCanvasHandlers: function(canvas) {\n canvas._mouseUpITextHandler = function() {\n if (canvas._iTextInstances) {\n canvas._iTextInstances.forEach(function(obj) {\n obj.__isMousedown = false;\n });\n }\n };\n canvas.on('mouse:up', canvas._mouseUpITextHandler);\n },\n\n /**\n * remove canvas event to manage exiting on other instances\n * @private\n */\n _removeCanvasHandlers: function(canvas) {\n canvas.off('mouse:up', canvas._mouseUpITextHandler);\n },\n\n /**\n * @private\n */\n _tick: function() {\n this._currentTickState = this._animateCursor(this, 1, this.cursorDuration, '_onTickComplete');\n },\n\n /**\n * @private\n */\n _animateCursor: function(obj, targetOpacity, duration, completeMethod) {\n\n var tickState;\n\n tickState = {\n isAborted: false,\n abort: function() {\n this.isAborted = true;\n },\n };\n\n obj.animate('_currentCursorOpacity', targetOpacity, {\n duration: duration,\n onComplete: function() {\n if (!tickState.isAborted) {\n obj[completeMethod]();\n }\n },\n onChange: function() {\n // we do not want to animate a selection, only cursor\n if (obj.canvas && obj.selectionStart === obj.selectionEnd) {\n obj.renderCursorOrSelection();\n }\n },\n abort: function() {\n return tickState.isAborted;\n }\n });\n return tickState;\n },\n\n /**\n * @private\n */\n _onTickComplete: function() {\n\n var _this = this;\n\n if (this._cursorTimeout1) {\n clearTimeout(this._cursorTimeout1);\n }\n this._cursorTimeout1 = setTimeout(function() {\n _this._currentTickCompleteState = _this._animateCursor(_this, 0, this.cursorDuration / 2, '_tick');\n }, 100);\n },\n\n /**\n * Initializes delayed cursor\n */\n initDelayedCursor: function(restart) {\n var _this = this,\n delay = restart ? 0 : this.cursorDelay;\n\n this.abortCursorAnimation();\n this._currentCursorOpacity = 1;\n this._cursorTimeout2 = setTimeout(function() {\n _this._tick();\n }, delay);\n },\n\n /**\n * Aborts cursor animation and clears all timeouts\n */\n abortCursorAnimation: function() {\n var shouldClear = this._currentTickState || this._currentTickCompleteState,\n canvas = this.canvas;\n this._currentTickState && this._currentTickState.abort();\n this._currentTickCompleteState && this._currentTickCompleteState.abort();\n\n clearTimeout(this._cursorTimeout1);\n clearTimeout(this._cursorTimeout2);\n\n this._currentCursorOpacity = 0;\n // to clear just itext area we need to transform the context\n // it may not be worth it\n if (shouldClear && canvas) {\n canvas.clearContext(canvas.contextTop || canvas.contextContainer);\n }\n\n },\n\n /**\n * Selects entire text\n * @return {fabric.IText} thisArg\n * @chainable\n */\n selectAll: function() {\n this.selectionStart = 0;\n this.selectionEnd = this._text.length;\n this._fireSelectionChanged();\n this._updateTextarea();\n return this;\n },\n\n /**\n * Returns selected text\n * @return {String}\n */\n getSelectedText: function() {\n return this._text.slice(this.selectionStart, this.selectionEnd).join('');\n },\n\n /**\n * Find new selection index representing start of current word according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findWordBoundaryLeft: function(startFrom) {\n var offset = 0, index = startFrom - 1;\n\n // remove space before cursor first\n if (this._reSpace.test(this._text[index])) {\n while (this._reSpace.test(this._text[index])) {\n offset++;\n index--;\n }\n }\n while (/\\S/.test(this._text[index]) && index > -1) {\n offset++;\n index--;\n }\n\n return startFrom - offset;\n },\n\n /**\n * Find new selection index representing end of current word according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findWordBoundaryRight: function(startFrom) {\n var offset = 0, index = startFrom;\n\n // remove space after cursor first\n if (this._reSpace.test(this._text[index])) {\n while (this._reSpace.test(this._text[index])) {\n offset++;\n index++;\n }\n }\n while (/\\S/.test(this._text[index]) && index < this._text.length) {\n offset++;\n index++;\n }\n\n return startFrom + offset;\n },\n\n /**\n * Find new selection index representing start of current line according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findLineBoundaryLeft: function(startFrom) {\n var offset = 0, index = startFrom - 1;\n\n while (!/\\n/.test(this._text[index]) && index > -1) {\n offset++;\n index--;\n }\n\n return startFrom - offset;\n },\n\n /**\n * Find new selection index representing end of current line according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findLineBoundaryRight: function(startFrom) {\n var offset = 0, index = startFrom;\n\n while (!/\\n/.test(this._text[index]) && index < this._text.length) {\n offset++;\n index++;\n }\n\n return startFrom + offset;\n },\n\n /**\n * Finds index corresponding to beginning or end of a word\n * @param {Number} selectionStart Index of a character\n * @param {Number} direction 1 or -1\n * @return {Number} Index of the beginning or end of a word\n */\n searchWordBoundary: function(selectionStart, direction) {\n var text = this._text,\n index = this._reSpace.test(text[selectionStart]) ? selectionStart - 1 : selectionStart,\n _char = text[index],\n // wrong\n reNonWord = fabric.reNonWord;\n\n while (!reNonWord.test(_char) && index > 0 && index < text.length) {\n index += direction;\n _char = text[index];\n }\n if (reNonWord.test(_char)) {\n index += direction === 1 ? 0 : 1;\n }\n return index;\n },\n\n /**\n * Selects a word based on the index\n * @param {Number} selectionStart Index of a character\n */\n selectWord: function(selectionStart) {\n selectionStart = selectionStart || this.selectionStart;\n var newSelectionStart = this.searchWordBoundary(selectionStart, -1), /* search backwards */\n newSelectionEnd = this.searchWordBoundary(selectionStart, 1); /* search forward */\n\n this.selectionStart = newSelectionStart;\n this.selectionEnd = newSelectionEnd;\n this._fireSelectionChanged();\n this._updateTextarea();\n this.renderCursorOrSelection();\n },\n\n /**\n * Selects a line based on the index\n * @param {Number} selectionStart Index of a character\n * @return {fabric.IText} thisArg\n * @chainable\n */\n selectLine: function(selectionStart) {\n selectionStart = selectionStart || this.selectionStart;\n var newSelectionStart = this.findLineBoundaryLeft(selectionStart),\n newSelectionEnd = this.findLineBoundaryRight(selectionStart);\n\n this.selectionStart = newSelectionStart;\n this.selectionEnd = newSelectionEnd;\n this._fireSelectionChanged();\n this._updateTextarea();\n return this;\n },\n\n /**\n * Enters editing state\n * @return {fabric.IText} thisArg\n * @chainable\n */\n enterEditing: function(e) {\n if (this.isEditing || !this.editable) {\n return;\n }\n\n if (this.canvas) {\n this.canvas.calcOffset();\n this.exitEditingOnOthers(this.canvas);\n }\n\n this.isEditing = true;\n\n this.initHiddenTextarea(e);\n this.hiddenTextarea.focus();\n this.hiddenTextarea.value = this.text;\n this._updateTextarea();\n this._saveEditingProps();\n this._setEditingProps();\n this._textBeforeEdit = this.text;\n\n this._tick();\n this.fire('editing:entered');\n this._fireSelectionChanged();\n if (!this.canvas) {\n return this;\n }\n this.canvas.fire('text:editing:entered', { target: this });\n this.initMouseMoveHandler();\n this.canvas.requestRenderAll();\n return this;\n },\n\n exitEditingOnOthers: function(canvas) {\n if (canvas._iTextInstances) {\n canvas._iTextInstances.forEach(function(obj) {\n obj.selected = false;\n if (obj.isEditing) {\n obj.exitEditing();\n }\n });\n }\n },\n\n /**\n * Initializes \"mousemove\" event handler\n */\n initMouseMoveHandler: function() {\n this.canvas.on('mouse:move', this.mouseMoveHandler);\n },\n\n /**\n * @private\n */\n mouseMoveHandler: function(options) {\n if (!this.__isMousedown || !this.isEditing) {\n return;\n }\n\n // regain focus\n document.activeElement !== this.hiddenTextarea && this.hiddenTextarea.focus();\n\n var newSelectionStart = this.getSelectionStartFromPointer(options.e),\n currentStart = this.selectionStart,\n currentEnd = this.selectionEnd;\n if (\n (newSelectionStart !== this.__selectionStartOnMouseDown || currentStart === currentEnd)\n &&\n (currentStart === newSelectionStart || currentEnd === newSelectionStart)\n ) {\n return;\n }\n if (newSelectionStart > this.__selectionStartOnMouseDown) {\n this.selectionStart = this.__selectionStartOnMouseDown;\n this.selectionEnd = newSelectionStart;\n }\n else {\n this.selectionStart = newSelectionStart;\n this.selectionEnd = this.__selectionStartOnMouseDown;\n }\n if (this.selectionStart !== currentStart || this.selectionEnd !== currentEnd) {\n this.restartCursorIfNeeded();\n this._fireSelectionChanged();\n this._updateTextarea();\n this.renderCursorOrSelection();\n }\n },\n\n /**\n * @private\n */\n _setEditingProps: function() {\n this.hoverCursor = 'text';\n\n if (this.canvas) {\n this.canvas.defaultCursor = this.canvas.moveCursor = 'text';\n }\n\n this.borderColor = this.editingBorderColor;\n this.hasControls = this.selectable = false;\n this.lockMovementX = this.lockMovementY = true;\n },\n\n /**\n * convert from textarea to grapheme indexes\n */\n fromStringToGraphemeSelection: function(start, end, text) {\n var smallerTextStart = text.slice(0, start),\n graphemeStart = fabric.util.string.graphemeSplit(smallerTextStart).length;\n if (start === end) {\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart };\n }\n var smallerTextEnd = text.slice(start, end),\n graphemeEnd = fabric.util.string.graphemeSplit(smallerTextEnd).length;\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };\n },\n\n /**\n * convert from fabric to textarea values\n */\n fromGraphemeToStringSelection: function(start, end, _text) {\n var smallerTextStart = _text.slice(0, start),\n graphemeStart = smallerTextStart.join('').length;\n if (start === end) {\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart };\n }\n var smallerTextEnd = _text.slice(start, end),\n graphemeEnd = smallerTextEnd.join('').length;\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };\n },\n\n /**\n * @private\n */\n _updateTextarea: function() {\n this.cursorOffsetCache = { };\n if (!this.hiddenTextarea) {\n return;\n }\n if (!this.inCompositionMode) {\n var newSelection = this.fromGraphemeToStringSelection(this.selectionStart, this.selectionEnd, this._text);\n this.hiddenTextarea.selectionStart = newSelection.selectionStart;\n this.hiddenTextarea.selectionEnd = newSelection.selectionEnd;\n }\n this.updateTextareaPosition();\n },\n\n /**\n * @private\n */\n updateFromTextArea: function() {\n if (!this.hiddenTextarea) {\n return;\n }\n this.cursorOffsetCache = { };\n this.text = this.hiddenTextarea.value;\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n var newSelection = this.fromStringToGraphemeSelection(\n this.hiddenTextarea.selectionStart, this.hiddenTextarea.selectionEnd, this.hiddenTextarea.value);\n this.selectionEnd = this.selectionStart = newSelection.selectionEnd;\n if (!this.inCompositionMode) {\n this.selectionStart = newSelection.selectionStart;\n }\n this.updateTextareaPosition();\n },\n\n /**\n * @private\n */\n updateTextareaPosition: function() {\n if (this.selectionStart === this.selectionEnd) {\n var style = this._calcTextareaPosition();\n this.hiddenTextarea.style.left = style.left;\n this.hiddenTextarea.style.top = style.top;\n }\n },\n\n /**\n * @private\n * @return {Object} style contains style for hiddenTextarea\n */\n _calcTextareaPosition: function() {\n if (!this.canvas) {\n return { x: 1, y: 1 };\n }\n var desiredPosition = this.inCompositionMode ? this.compositionStart : this.selectionStart,\n boundaries = this._getCursorBoundaries(desiredPosition),\n cursorLocation = this.get2DCursorLocation(desiredPosition),\n lineIndex = cursorLocation.lineIndex,\n charIndex = cursorLocation.charIndex,\n charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize') * this.lineHeight,\n leftOffset = boundaries.leftOffset,\n m = this.calcTransformMatrix(),\n p = {\n x: boundaries.left + leftOffset,\n y: boundaries.top + boundaries.topOffset + charHeight\n },\n retinaScaling = this.canvas.getRetinaScaling(),\n upperCanvas = this.canvas.upperCanvasEl,\n upperCanvasWidth = upperCanvas.width / retinaScaling,\n upperCanvasHeight = upperCanvas.height / retinaScaling,\n maxWidth = upperCanvasWidth - charHeight,\n maxHeight = upperCanvasHeight - charHeight,\n scaleX = upperCanvas.clientWidth / upperCanvasWidth,\n scaleY = upperCanvas.clientHeight / upperCanvasHeight;\n\n p = fabric.util.transformPoint(p, m);\n p = fabric.util.transformPoint(p, this.canvas.viewportTransform);\n p.x *= scaleX;\n p.y *= scaleY;\n if (p.x < 0) {\n p.x = 0;\n }\n if (p.x > maxWidth) {\n p.x = maxWidth;\n }\n if (p.y < 0) {\n p.y = 0;\n }\n if (p.y > maxHeight) {\n p.y = maxHeight;\n }\n\n // add canvas offset on document\n p.x += this.canvas._offset.left;\n p.y += this.canvas._offset.top;\n\n return { left: p.x + 'px', top: p.y + 'px', fontSize: charHeight + 'px', charHeight: charHeight };\n },\n\n /**\n * @private\n */\n _saveEditingProps: function() {\n this._savedProps = {\n hasControls: this.hasControls,\n borderColor: this.borderColor,\n lockMovementX: this.lockMovementX,\n lockMovementY: this.lockMovementY,\n hoverCursor: this.hoverCursor,\n selectable: this.selectable,\n defaultCursor: this.canvas && this.canvas.defaultCursor,\n moveCursor: this.canvas && this.canvas.moveCursor\n };\n },\n\n /**\n * @private\n */\n _restoreEditingProps: function() {\n if (!this._savedProps) {\n return;\n }\n\n this.hoverCursor = this._savedProps.hoverCursor;\n this.hasControls = this._savedProps.hasControls;\n this.borderColor = this._savedProps.borderColor;\n this.selectable = this._savedProps.selectable;\n this.lockMovementX = this._savedProps.lockMovementX;\n this.lockMovementY = this._savedProps.lockMovementY;\n\n if (this.canvas) {\n this.canvas.defaultCursor = this._savedProps.defaultCursor;\n this.canvas.moveCursor = this._savedProps.moveCursor;\n }\n },\n\n /**\n * Exits from editing state\n * @return {fabric.IText} thisArg\n * @chainable\n */\n exitEditing: function() {\n var isTextChanged = (this._textBeforeEdit !== this.text);\n var hiddenTextarea = this.hiddenTextarea;\n this.selected = false;\n this.isEditing = false;\n\n this.selectionEnd = this.selectionStart;\n\n if (hiddenTextarea) {\n hiddenTextarea.blur && hiddenTextarea.blur();\n hiddenTextarea.parentNode && hiddenTextarea.parentNode.removeChild(hiddenTextarea);\n }\n this.hiddenTextarea = null;\n this.abortCursorAnimation();\n this._restoreEditingProps();\n this._currentCursorOpacity = 0;\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this.fire('editing:exited');\n isTextChanged && this.fire('modified');\n if (this.canvas) {\n this.canvas.off('mouse:move', this.mouseMoveHandler);\n this.canvas.fire('text:editing:exited', { target: this });\n isTextChanged && this.canvas.fire('object:modified', { target: this });\n }\n return this;\n },\n\n /**\n * @private\n */\n _removeExtraneousStyles: function() {\n for (var prop in this.styles) {\n if (!this._textLines[prop]) {\n delete this.styles[prop];\n }\n }\n },\n\n /**\n * remove and reflow a style block from start to end.\n * @param {Number} start linear start position for removal (included in removal)\n * @param {Number} end linear end position for removal ( excluded from removal )\n */\n removeStyleFromTo: function(start, end) {\n var cursorStart = this.get2DCursorLocation(start, true),\n cursorEnd = this.get2DCursorLocation(end, true),\n lineStart = cursorStart.lineIndex,\n charStart = cursorStart.charIndex,\n lineEnd = cursorEnd.lineIndex,\n charEnd = cursorEnd.charIndex,\n i, styleObj;\n if (lineStart !== lineEnd) {\n // step1 remove the trailing of lineStart\n if (this.styles[lineStart]) {\n for (i = charStart; i < this._unwrappedTextLines[lineStart].length; i++) {\n delete this.styles[lineStart][i];\n }\n }\n // step2 move the trailing of lineEnd to lineStart if needed\n if (this.styles[lineEnd]) {\n for (i = charEnd; i < this._unwrappedTextLines[lineEnd].length; i++) {\n styleObj = this.styles[lineEnd][i];\n if (styleObj) {\n this.styles[lineStart] || (this.styles[lineStart] = { });\n this.styles[lineStart][charStart + i - charEnd] = styleObj;\n }\n }\n }\n // step3 detects lines will be completely removed.\n for (i = lineStart + 1; i <= lineEnd; i++) {\n delete this.styles[i];\n }\n // step4 shift remaining lines.\n this.shiftLineStyles(lineEnd, lineStart - lineEnd);\n }\n else {\n // remove and shift left on the same line\n if (this.styles[lineStart]) {\n styleObj = this.styles[lineStart];\n var diff = charEnd - charStart, numericChar, _char;\n for (i = charStart; i < charEnd; i++) {\n delete styleObj[i];\n }\n for (_char in this.styles[lineStart]) {\n numericChar = parseInt(_char, 10);\n if (numericChar >= charEnd) {\n styleObj[numericChar - diff] = styleObj[_char];\n delete styleObj[_char];\n }\n }\n }\n }\n },\n\n /**\n * Shifts line styles up or down\n * @param {Number} lineIndex Index of a line\n * @param {Number} offset Can any number?\n */\n shiftLineStyles: function(lineIndex, offset) {\n // shift all line styles by offset upward or downward\n // do not clone deep. we need new array, not new style objects\n var clonedStyles = clone(this.styles);\n for (var line in this.styles) {\n var numericLine = parseInt(line, 10);\n if (numericLine > lineIndex) {\n this.styles[numericLine + offset] = clonedStyles[numericLine];\n if (!clonedStyles[numericLine - offset]) {\n delete this.styles[numericLine];\n }\n }\n }\n },\n\n restartCursorIfNeeded: function() {\n if (!this._currentTickState || this._currentTickState.isAborted\n || !this._currentTickCompleteState || this._currentTickCompleteState.isAborted\n ) {\n this.initDelayedCursor();\n }\n },\n\n /**\n * Handle insertion of more consecutive style lines for when one or more\n * newlines gets added to the text. Since current style needs to be shifted\n * first we shift the current style of the number lines needed, then we add\n * new lines from the last to the first.\n * @param {Number} lineIndex Index of a line\n * @param {Number} charIndex Index of a char\n * @param {Number} qty number of lines to add\n * @param {Array} copiedStyle Array of objects styles\n */\n insertNewlineStyleObject: function(lineIndex, charIndex, qty, copiedStyle) {\n var currentCharStyle,\n newLineStyles = {},\n somethingAdded = false,\n isEndOfLine = this._unwrappedTextLines[lineIndex].length === charIndex;\n\n qty || (qty = 1);\n this.shiftLineStyles(lineIndex, qty);\n if (this.styles[lineIndex]) {\n currentCharStyle = this.styles[lineIndex][charIndex === 0 ? charIndex : charIndex - 1];\n }\n // we clone styles of all chars\n // after cursor onto the current line\n for (var index in this.styles[lineIndex]) {\n var numIndex = parseInt(index, 10);\n if (numIndex >= charIndex) {\n somethingAdded = true;\n newLineStyles[numIndex - charIndex] = this.styles[lineIndex][index];\n // remove lines from the previous line since they're on a new line now\n if (!(isEndOfLine && charIndex === 0)) {\n delete this.styles[lineIndex][index];\n }\n }\n }\n var styleCarriedOver = false;\n if (somethingAdded && !isEndOfLine) {\n // if is end of line, the extra style we copied\n // is probably not something we want\n this.styles[lineIndex + qty] = newLineStyles;\n styleCarriedOver = true;\n }\n if (styleCarriedOver) {\n // skip the last line of since we already prepared it.\n qty--;\n }\n // for the all the lines or all the other lines\n // we clone current char style onto the next (otherwise empty) line\n while (qty > 0) {\n if (copiedStyle && copiedStyle[qty - 1]) {\n this.styles[lineIndex + qty] = { 0: clone(copiedStyle[qty - 1]) };\n }\n else if (currentCharStyle) {\n this.styles[lineIndex + qty] = { 0: clone(currentCharStyle) };\n }\n else {\n delete this.styles[lineIndex + qty];\n }\n qty--;\n }\n this._forceClearCache = true;\n },\n\n /**\n * Inserts style object for a given line/char index\n * @param {Number} lineIndex Index of a line\n * @param {Number} charIndex Index of a char\n * @param {Number} quantity number Style object to insert, if given\n * @param {Array} copiedStyle array of style objects\n */\n insertCharStyleObject: function(lineIndex, charIndex, quantity, copiedStyle) {\n if (!this.styles) {\n this.styles = {};\n }\n var currentLineStyles = this.styles[lineIndex],\n currentLineStylesCloned = currentLineStyles ? clone(currentLineStyles) : {};\n\n quantity || (quantity = 1);\n // shift all char styles by quantity forward\n // 0,1,2,3 -> (charIndex=2) -> 0,1,3,4 -> (insert 2) -> 0,1,2,3,4\n for (var index in currentLineStylesCloned) {\n var numericIndex = parseInt(index, 10);\n if (numericIndex >= charIndex) {\n currentLineStyles[numericIndex + quantity] = currentLineStylesCloned[numericIndex];\n // only delete the style if there was nothing moved there\n if (!currentLineStylesCloned[numericIndex - quantity]) {\n delete currentLineStyles[numericIndex];\n }\n }\n }\n this._forceClearCache = true;\n if (copiedStyle) {\n while (quantity--) {\n if (!Object.keys(copiedStyle[quantity]).length) {\n continue;\n }\n if (!this.styles[lineIndex]) {\n this.styles[lineIndex] = {};\n }\n this.styles[lineIndex][charIndex + quantity] = clone(copiedStyle[quantity]);\n }\n return;\n }\n if (!currentLineStyles) {\n return;\n }\n var newStyle = currentLineStyles[charIndex ? charIndex - 1 : 1];\n while (newStyle && quantity--) {\n this.styles[lineIndex][charIndex + quantity] = clone(newStyle);\n }\n },\n\n /**\n * Inserts style object(s)\n * @param {Array} insertedText Characters at the location where style is inserted\n * @param {Number} start cursor index for inserting style\n * @param {Array} [copiedStyle] array of style objects to insert.\n */\n insertNewStyleBlock: function(insertedText, start, copiedStyle) {\n var cursorLoc = this.get2DCursorLocation(start, true),\n addedLines = [0], linesLength = 0;\n // get an array of how many char per lines are being added.\n for (var i = 0; i < insertedText.length; i++) {\n if (insertedText[i] === '\\n') {\n linesLength++;\n addedLines[linesLength] = 0;\n }\n else {\n addedLines[linesLength]++;\n }\n }\n // for the first line copy the style from the current char position.\n if (addedLines[0] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex, cursorLoc.charIndex, addedLines[0], copiedStyle);\n copiedStyle = copiedStyle && copiedStyle.slice(addedLines[0] + 1);\n }\n linesLength && this.insertNewlineStyleObject(\n cursorLoc.lineIndex, cursorLoc.charIndex + addedLines[0], linesLength);\n for (var i = 1; i < linesLength; i++) {\n if (addedLines[i] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);\n }\n else if (copiedStyle) {\n // this test is required in order to close #6841\n // when a pasted buffer begins with a newline then\n // this.styles[cursorLoc.lineIndex + i] and copiedStyle[0]\n // may be undefined for some reason\n if (this.styles[cursorLoc.lineIndex + i] && copiedStyle[0]) {\n this.styles[cursorLoc.lineIndex + i][0] = copiedStyle[0];\n }\n }\n copiedStyle = copiedStyle && copiedStyle.slice(addedLines[i] + 1);\n }\n // we use i outside the loop to get it like linesLength\n if (addedLines[i] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);\n }\n },\n\n /**\n * Set the selectionStart and selectionEnd according to the new position of cursor\n * mimic the key - mouse navigation when shift is pressed.\n */\n setSelectionStartEndWithShift: function(start, end, newSelection) {\n if (newSelection <= start) {\n if (end === start) {\n this._selectionDirection = 'left';\n }\n else if (this._selectionDirection === 'right') {\n this._selectionDirection = 'left';\n this.selectionEnd = start;\n }\n this.selectionStart = newSelection;\n }\n else if (newSelection > start && newSelection < end) {\n if (this._selectionDirection === 'right') {\n this.selectionEnd = newSelection;\n }\n else {\n this.selectionStart = newSelection;\n }\n }\n else {\n // newSelection is > selection start and end\n if (end === start) {\n this._selectionDirection = 'right';\n }\n else if (this._selectionDirection === 'left') {\n this._selectionDirection = 'right';\n this.selectionStart = end;\n }\n this.selectionEnd = newSelection;\n }\n },\n\n setSelectionInBoundaries: function() {\n var length = this.text.length;\n if (this.selectionStart > length) {\n this.selectionStart = length;\n }\n else if (this.selectionStart < 0) {\n this.selectionStart = 0;\n }\n if (this.selectionEnd > length) {\n this.selectionEnd = length;\n }\n else if (this.selectionEnd < 0) {\n this.selectionEnd = 0;\n }\n }\n });\n})();\n\n\nfabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n /**\n * Initializes \"dbclick\" event handler\n */\n initDoubleClickSimulation: function() {\n\n // for double click\n this.__lastClickTime = +new Date();\n\n // for triple click\n this.__lastLastClickTime = +new Date();\n\n this.__lastPointer = { };\n\n this.on('mousedown', this.onMouseDown);\n },\n\n /**\n * Default event handler to simulate triple click\n * @private\n */\n onMouseDown: function(options) {\n if (!this.canvas) {\n return;\n }\n this.__newClickTime = +new Date();\n var newPointer = options.pointer;\n if (this.isTripleClick(newPointer)) {\n this.fire('tripleclick', options);\n this._stopEvent(options.e);\n }\n this.__lastLastClickTime = this.__lastClickTime;\n this.__lastClickTime = this.__newClickTime;\n this.__lastPointer = newPointer;\n this.__lastIsEditing = this.isEditing;\n this.__lastSelected = this.selected;\n },\n\n isTripleClick: function(newPointer) {\n return this.__newClickTime - this.__lastClickTime < 500 &&\n this.__lastClickTime - this.__lastLastClickTime < 500 &&\n this.__lastPointer.x === newPointer.x &&\n this.__lastPointer.y === newPointer.y;\n },\n\n /**\n * @private\n */\n _stopEvent: function(e) {\n e.preventDefault && e.preventDefault();\n e.stopPropagation && e.stopPropagation();\n },\n\n /**\n * Initializes event handlers related to cursor or selection\n */\n initCursorSelectionHandlers: function() {\n this.initMousedownHandler();\n this.initMouseupHandler();\n this.initClicks();\n },\n\n /**\n * Default handler for double click, select a word\n */\n doubleClickHandler: function(options) {\n if (!this.isEditing) {\n return;\n }\n this.selectWord(this.getSelectionStartFromPointer(options.e));\n },\n\n /**\n * Default handler for triple click, select a line\n */\n tripleClickHandler: function(options) {\n if (!this.isEditing) {\n return;\n }\n this.selectLine(this.getSelectionStartFromPointer(options.e));\n },\n\n /**\n * Initializes double and triple click event handlers\n */\n initClicks: function() {\n this.on('mousedblclick', this.doubleClickHandler);\n this.on('tripleclick', this.tripleClickHandler);\n },\n\n /**\n * Default event handler for the basic functionalities needed on _mouseDown\n * can be overridden to do something different.\n * Scope of this implementation is: find the click position, set selectionStart\n * find selectionEnd, initialize the drawing of either cursor or selection area\n * initializing a mousedDown on a text area will cancel fabricjs knowledge of\n * current compositionMode. It will be set to false.\n */\n _mouseDownHandler: function(options) {\n if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {\n return;\n }\n\n this.__isMousedown = true;\n\n if (this.selected) {\n this.inCompositionMode = false;\n this.setCursorByClick(options.e);\n }\n\n if (this.isEditing) {\n this.__selectionStartOnMouseDown = this.selectionStart;\n if (this.selectionStart === this.selectionEnd) {\n this.abortCursorAnimation();\n }\n this.renderCursorOrSelection();\n }\n },\n\n /**\n * Default event handler for the basic functionalities needed on mousedown:before\n * can be overridden to do something different.\n * Scope of this implementation is: verify the object is already selected when mousing down\n */\n _mouseDownHandlerBefore: function(options) {\n if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {\n return;\n }\n // we want to avoid that an object that was selected and then becomes unselectable,\n // may trigger editing mode in some way.\n this.selected = this === this.canvas._activeObject;\n },\n\n /**\n * Initializes \"mousedown\" event handler\n */\n initMousedownHandler: function() {\n this.on('mousedown', this._mouseDownHandler);\n this.on('mousedown:before', this._mouseDownHandlerBefore);\n },\n\n /**\n * Initializes \"mouseup\" event handler\n */\n initMouseupHandler: function() {\n this.on('mouseup', this.mouseUpHandler);\n },\n\n /**\n * standard handler for mouse up, overridable\n * @private\n */\n mouseUpHandler: function(options) {\n this.__isMousedown = false;\n if (!this.editable || this.group ||\n (options.transform && options.transform.actionPerformed) ||\n (options.e.button && options.e.button !== 1)) {\n return;\n }\n\n if (this.canvas) {\n var currentActive = this.canvas._activeObject;\n if (currentActive && currentActive !== this) {\n // avoid running this logic when there is an active object\n // this because is possible with shift click and fast clicks,\n // to rapidly deselect and reselect this object and trigger an enterEdit\n return;\n }\n }\n\n if (this.__lastSelected && !this.__corner) {\n this.selected = false;\n this.__lastSelected = false;\n this.enterEditing(options.e);\n if (this.selectionStart === this.selectionEnd) {\n this.initDelayedCursor(true);\n }\n else {\n this.renderCursorOrSelection();\n }\n }\n else {\n this.selected = true;\n }\n },\n\n /**\n * Changes cursor location in a text depending on passed pointer (x/y) object\n * @param {Event} e Event object\n */\n setCursorByClick: function(e) {\n var newSelection = this.getSelectionStartFromPointer(e),\n start = this.selectionStart, end = this.selectionEnd;\n if (e.shiftKey) {\n this.setSelectionStartEndWithShift(start, end, newSelection);\n }\n else {\n this.selectionStart = newSelection;\n this.selectionEnd = newSelection;\n }\n if (this.isEditing) {\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Returns index of a character corresponding to where an object was clicked\n * @param {Event} e Event object\n * @return {Number} Index of a character\n */\n getSelectionStartFromPointer: function(e) {\n var mouseOffset = this.getLocalPointer(e),\n prevWidth = 0,\n width = 0,\n height = 0,\n charIndex = 0,\n lineIndex = 0,\n lineLeftOffset,\n line;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (height <= mouseOffset.y) {\n height += this.getHeightOfLine(i) * this.scaleY;\n lineIndex = i;\n if (i > 0) {\n charIndex += this._textLines[i - 1].length + this.missingNewlineOffset(i - 1);\n }\n }\n else {\n break;\n }\n }\n lineLeftOffset = this._getLineLeftOffset(lineIndex);\n width = lineLeftOffset * this.scaleX;\n line = this._textLines[lineIndex];\n // handling of RTL: in order to get things work correctly,\n // we assume RTL writing is mirrored compared to LTR writing.\n // so in position detection we mirror the X offset, and when is time\n // of rendering it, we mirror it again.\n if (this.direction === 'rtl') {\n mouseOffset.x = this.width * this.scaleX - mouseOffset.x + width;\n }\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n prevWidth = width;\n // i removed something about flipX here, check.\n width += this.__charBounds[lineIndex][j].kernedWidth * this.scaleX;\n if (width <= mouseOffset.x) {\n charIndex++;\n }\n else {\n break;\n }\n }\n return this._getNewSelectionStartFromOffset(mouseOffset, prevWidth, width, charIndex, jlen);\n },\n\n /**\n * @private\n */\n _getNewSelectionStartFromOffset: function(mouseOffset, prevWidth, width, index, jlen) {\n // we need Math.abs because when width is after the last char, the offset is given as 1, while is 0\n var distanceBtwLastCharAndCursor = mouseOffset.x - prevWidth,\n distanceBtwNextCharAndCursor = width - mouseOffset.x,\n offset = distanceBtwNextCharAndCursor > distanceBtwLastCharAndCursor ||\n distanceBtwNextCharAndCursor < 0 ? 0 : 1,\n newSelectionStart = index + offset;\n // if object is horizontally flipped, mirror cursor location from the end\n if (this.flipX) {\n newSelectionStart = jlen - newSelectionStart;\n }\n\n if (newSelectionStart > this._text.length) {\n newSelectionStart = this._text.length;\n }\n\n return newSelectionStart;\n }\n});\n\n\nfabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n\n /**\n * Initializes hidden textarea (needed to bring up keyboard in iOS)\n */\n initHiddenTextarea: function() {\n this.hiddenTextarea = fabric.document.createElement('textarea');\n this.hiddenTextarea.setAttribute('autocapitalize', 'off');\n this.hiddenTextarea.setAttribute('autocorrect', 'off');\n this.hiddenTextarea.setAttribute('autocomplete', 'off');\n this.hiddenTextarea.setAttribute('spellcheck', 'false');\n this.hiddenTextarea.setAttribute('data-fabric-hiddentextarea', '');\n this.hiddenTextarea.setAttribute('wrap', 'off');\n var style = this._calcTextareaPosition();\n // line-height: 1px; was removed from the style to fix this:\n // https://bugs.chromium.org/p/chromium/issues/detail?id=870966\n this.hiddenTextarea.style.cssText = 'position: absolute; top: ' + style.top +\n '; left: ' + style.left + '; z-index: -999; opacity: 0; width: 1px; height: 1px; font-size: 1px;' +\n ' padding-top: ' + style.fontSize + ';';\n\n if (this.hiddenTextareaContainer) {\n this.hiddenTextareaContainer.appendChild(this.hiddenTextarea);\n }\n else {\n fabric.document.body.appendChild(this.hiddenTextarea);\n }\n\n fabric.util.addListener(this.hiddenTextarea, 'keydown', this.onKeyDown.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'keyup', this.onKeyUp.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'input', this.onInput.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'copy', this.copy.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'cut', this.copy.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'paste', this.paste.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionstart', this.onCompositionStart.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionupdate', this.onCompositionUpdate.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionend', this.onCompositionEnd.bind(this));\n\n if (!this._clickHandlerInitialized && this.canvas) {\n fabric.util.addListener(this.canvas.upperCanvasEl, 'click', this.onClick.bind(this));\n this._clickHandlerInitialized = true;\n }\n },\n\n /**\n * For functionalities on keyDown\n * Map a special key to a function of the instance/prototype\n * If you need different behaviour for ESC or TAB or arrows, you have to change\n * this map setting the name of a function that you build on the fabric.Itext or\n * your prototype.\n * the map change will affect all Instances unless you need for only some text Instances\n * in that case you have to clone this object and assign your Instance.\n * this.keysMap = fabric.util.object.clone(this.keysMap);\n * The function must be in fabric.Itext.prototype.myFunction And will receive event as args[0]\n */\n keysMap: {\n 9: 'exitEditing',\n 27: 'exitEditing',\n 33: 'moveCursorUp',\n 34: 'moveCursorDown',\n 35: 'moveCursorRight',\n 36: 'moveCursorLeft',\n 37: 'moveCursorLeft',\n 38: 'moveCursorUp',\n 39: 'moveCursorRight',\n 40: 'moveCursorDown',\n },\n\n keysMapRtl: {\n 9: 'exitEditing',\n 27: 'exitEditing',\n 33: 'moveCursorUp',\n 34: 'moveCursorDown',\n 35: 'moveCursorLeft',\n 36: 'moveCursorRight',\n 37: 'moveCursorRight',\n 38: 'moveCursorUp',\n 39: 'moveCursorLeft',\n 40: 'moveCursorDown',\n },\n\n /**\n * For functionalities on keyUp + ctrl || cmd\n */\n ctrlKeysMapUp: {\n 67: 'copy',\n 88: 'cut'\n },\n\n /**\n * For functionalities on keyDown + ctrl || cmd\n */\n ctrlKeysMapDown: {\n 65: 'selectAll'\n },\n\n onClick: function() {\n // No need to trigger click event here, focus is enough to have the keyboard appear on Android\n this.hiddenTextarea && this.hiddenTextarea.focus();\n },\n\n /**\n * Handles keydown event\n * only used for arrows and combination of modifier keys.\n * @param {Event} e Event object\n */\n onKeyDown: function(e) {\n if (!this.isEditing) {\n return;\n }\n var keyMap = this.direction === 'rtl' ? this.keysMapRtl : this.keysMap;\n if (e.keyCode in keyMap) {\n this[keyMap[e.keyCode]](e);\n }\n else if ((e.keyCode in this.ctrlKeysMapDown) && (e.ctrlKey || e.metaKey)) {\n this[this.ctrlKeysMapDown[e.keyCode]](e);\n }\n else {\n return;\n }\n e.stopImmediatePropagation();\n e.preventDefault();\n if (e.keyCode >= 33 && e.keyCode <= 40) {\n // if i press an arrow key just update selection\n this.inCompositionMode = false;\n this.clearContextTop();\n this.renderCursorOrSelection();\n }\n else {\n this.canvas && this.canvas.requestRenderAll();\n }\n },\n\n /**\n * Handles keyup event\n * We handle KeyUp because ie11 and edge have difficulties copy/pasting\n * if a copy/cut event fired, keyup is dismissed\n * @param {Event} e Event object\n */\n onKeyUp: function(e) {\n if (!this.isEditing || this._copyDone || this.inCompositionMode) {\n this._copyDone = false;\n return;\n }\n if ((e.keyCode in this.ctrlKeysMapUp) && (e.ctrlKey || e.metaKey)) {\n this[this.ctrlKeysMapUp[e.keyCode]](e);\n }\n else {\n return;\n }\n e.stopImmediatePropagation();\n e.preventDefault();\n this.canvas && this.canvas.requestRenderAll();\n },\n\n /**\n * Handles onInput event\n * @param {Event} e Event object\n */\n onInput: function(e) {\n var fromPaste = this.fromPaste;\n this.fromPaste = false;\n e && e.stopPropagation();\n if (!this.isEditing) {\n return;\n }\n // decisions about style changes.\n var nextText = this._splitTextIntoLines(this.hiddenTextarea.value).graphemeText,\n charCount = this._text.length,\n nextCharCount = nextText.length,\n removedText, insertedText,\n charDiff = nextCharCount - charCount,\n selectionStart = this.selectionStart, selectionEnd = this.selectionEnd,\n selection = selectionStart !== selectionEnd,\n copiedStyle, removeFrom, removeTo;\n if (this.hiddenTextarea.value === '') {\n this.styles = { };\n this.updateFromTextArea();\n this.fire('changed');\n if (this.canvas) {\n this.canvas.fire('text:changed', { target: this });\n this.canvas.requestRenderAll();\n }\n return;\n }\n\n var textareaSelection = this.fromStringToGraphemeSelection(\n this.hiddenTextarea.selectionStart,\n this.hiddenTextarea.selectionEnd,\n this.hiddenTextarea.value\n );\n var backDelete = selectionStart > textareaSelection.selectionStart;\n\n if (selection) {\n removedText = this._text.slice(selectionStart, selectionEnd);\n charDiff += selectionEnd - selectionStart;\n }\n else if (nextCharCount < charCount) {\n if (backDelete) {\n removedText = this._text.slice(selectionEnd + charDiff, selectionEnd);\n }\n else {\n removedText = this._text.slice(selectionStart, selectionStart - charDiff);\n }\n }\n insertedText = nextText.slice(textareaSelection.selectionEnd - charDiff, textareaSelection.selectionEnd);\n if (removedText && removedText.length) {\n if (insertedText.length) {\n // let's copy some style before deleting.\n // we want to copy the style before the cursor OR the style at the cursor if selection\n // is bigger than 0.\n copiedStyle = this.getSelectionStyles(selectionStart, selectionStart + 1, false);\n // now duplicate the style one for each inserted text.\n copiedStyle = insertedText.map(function() {\n // this return an array of references, but that is fine since we are\n // copying the style later.\n return copiedStyle[0];\n });\n }\n if (selection) {\n removeFrom = selectionStart;\n removeTo = selectionEnd;\n }\n else if (backDelete) {\n // detect differences between forwardDelete and backDelete\n removeFrom = selectionEnd - removedText.length;\n removeTo = selectionEnd;\n }\n else {\n removeFrom = selectionEnd;\n removeTo = selectionEnd + removedText.length;\n }\n this.removeStyleFromTo(removeFrom, removeTo);\n }\n if (insertedText.length) {\n if (fromPaste && insertedText.join('') === fabric.copiedText && !fabric.disableStyleCopyPaste) {\n copiedStyle = fabric.copiedTextStyle;\n }\n this.insertNewStyleBlock(insertedText, selectionStart, copiedStyle);\n }\n this.updateFromTextArea();\n this.fire('changed');\n if (this.canvas) {\n this.canvas.fire('text:changed', { target: this });\n this.canvas.requestRenderAll();\n }\n },\n /**\n * Composition start\n */\n onCompositionStart: function() {\n this.inCompositionMode = true;\n },\n\n /**\n * Composition end\n */\n onCompositionEnd: function() {\n this.inCompositionMode = false;\n },\n\n // /**\n // * Composition update\n // */\n onCompositionUpdate: function(e) {\n this.compositionStart = e.target.selectionStart;\n this.compositionEnd = e.target.selectionEnd;\n this.updateTextareaPosition();\n },\n\n /**\n * Copies selected text\n * @param {Event} e Event object\n */\n copy: function() {\n if (this.selectionStart === this.selectionEnd) {\n //do not cut-copy if no selection\n return;\n }\n\n fabric.copiedText = this.getSelectedText();\n if (!fabric.disableStyleCopyPaste) {\n fabric.copiedTextStyle = this.getSelectionStyles(this.selectionStart, this.selectionEnd, true);\n }\n else {\n fabric.copiedTextStyle = null;\n }\n this._copyDone = true;\n },\n\n /**\n * Pastes text\n * @param {Event} e Event object\n */\n paste: function() {\n this.fromPaste = true;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @return {Object} Clipboard data object\n */\n _getClipboardData: function(e) {\n return (e && e.clipboardData) || fabric.window.clipboardData;\n },\n\n /**\n * Finds the width in pixels before the cursor on the same line\n * @private\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Number} widthBeforeCursor width before cursor\n */\n _getWidthBeforeCursor: function(lineIndex, charIndex) {\n var widthBeforeCursor = this._getLineLeftOffset(lineIndex), bound;\n\n if (charIndex > 0) {\n bound = this.__charBounds[lineIndex][charIndex - 1];\n widthBeforeCursor += bound.left + bound.width;\n }\n return widthBeforeCursor;\n },\n\n /**\n * Gets start offset of a selection\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n getDownCursorOffset: function(e, isRight) {\n var selectionProp = this._getSelectionForOffset(e, isRight),\n cursorLocation = this.get2DCursorLocation(selectionProp),\n lineIndex = cursorLocation.lineIndex;\n // if on last line, down cursor goes to end of line\n if (lineIndex === this._textLines.length - 1 || e.metaKey || e.keyCode === 34) {\n // move to the end of a text\n return this._text.length - selectionProp;\n }\n var charIndex = cursorLocation.charIndex,\n widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),\n indexOnOtherLine = this._getIndexOnLine(lineIndex + 1, widthBeforeCursor),\n textAfterCursor = this._textLines[lineIndex].slice(charIndex);\n return textAfterCursor.length + indexOnOtherLine + 1 + this.missingNewlineOffset(lineIndex);\n },\n\n /**\n * private\n * Helps finding if the offset should be counted from Start or End\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n _getSelectionForOffset: function(e, isRight) {\n if (e.shiftKey && this.selectionStart !== this.selectionEnd && isRight) {\n return this.selectionEnd;\n }\n else {\n return this.selectionStart;\n }\n },\n\n /**\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n getUpCursorOffset: function(e, isRight) {\n var selectionProp = this._getSelectionForOffset(e, isRight),\n cursorLocation = this.get2DCursorLocation(selectionProp),\n lineIndex = cursorLocation.lineIndex;\n if (lineIndex === 0 || e.metaKey || e.keyCode === 33) {\n // if on first line, up cursor goes to start of line\n return -selectionProp;\n }\n var charIndex = cursorLocation.charIndex,\n widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),\n indexOnOtherLine = this._getIndexOnLine(lineIndex - 1, widthBeforeCursor),\n textBeforeCursor = this._textLines[lineIndex].slice(0, charIndex),\n missingNewlineOffset = this.missingNewlineOffset(lineIndex - 1);\n // return a negative offset\n return -this._textLines[lineIndex - 1].length\n + indexOnOtherLine - textBeforeCursor.length + (1 - missingNewlineOffset);\n },\n\n /**\n * for a given width it founds the matching character.\n * @private\n */\n _getIndexOnLine: function(lineIndex, width) {\n\n var line = this._textLines[lineIndex],\n lineLeftOffset = this._getLineLeftOffset(lineIndex),\n widthOfCharsOnLine = lineLeftOffset,\n indexOnLine = 0, charWidth, foundMatch;\n\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charWidth = this.__charBounds[lineIndex][j].width;\n widthOfCharsOnLine += charWidth;\n if (widthOfCharsOnLine > width) {\n foundMatch = true;\n var leftEdge = widthOfCharsOnLine - charWidth,\n rightEdge = widthOfCharsOnLine,\n offsetFromLeftEdge = Math.abs(leftEdge - width),\n offsetFromRightEdge = Math.abs(rightEdge - width);\n\n indexOnLine = offsetFromRightEdge < offsetFromLeftEdge ? j : (j - 1);\n break;\n }\n }\n\n // reached end\n if (!foundMatch) {\n indexOnLine = line.length - 1;\n }\n\n return indexOnLine;\n },\n\n\n /**\n * Moves cursor down\n * @param {Event} e Event object\n */\n moveCursorDown: function(e) {\n if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {\n return;\n }\n this._moveCursorUpOrDown('Down', e);\n },\n\n /**\n * Moves cursor up\n * @param {Event} e Event object\n */\n moveCursorUp: function(e) {\n if (this.selectionStart === 0 && this.selectionEnd === 0) {\n return;\n }\n this._moveCursorUpOrDown('Up', e);\n },\n\n /**\n * Moves cursor up or down, fires the events\n * @param {String} direction 'Up' or 'Down'\n * @param {Event} e Event object\n */\n _moveCursorUpOrDown: function(direction, e) {\n // getUpCursorOffset\n // getDownCursorOffset\n var action = 'get' + direction + 'CursorOffset',\n offset = this[action](e, this._selectionDirection === 'right');\n if (e.shiftKey) {\n this.moveCursorWithShift(offset);\n }\n else {\n this.moveCursorWithoutShift(offset);\n }\n if (offset !== 0) {\n this.setSelectionInBoundaries();\n this.abortCursorAnimation();\n this._currentCursorOpacity = 1;\n this.initDelayedCursor();\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Moves cursor with shift\n * @param {Number} offset\n */\n moveCursorWithShift: function(offset) {\n var newSelection = this._selectionDirection === 'left'\n ? this.selectionStart + offset\n : this.selectionEnd + offset;\n this.setSelectionStartEndWithShift(this.selectionStart, this.selectionEnd, newSelection);\n return offset !== 0;\n },\n\n /**\n * Moves cursor up without shift\n * @param {Number} offset\n */\n moveCursorWithoutShift: function(offset) {\n if (offset < 0) {\n this.selectionStart += offset;\n this.selectionEnd = this.selectionStart;\n }\n else {\n this.selectionEnd += offset;\n this.selectionStart = this.selectionEnd;\n }\n return offset !== 0;\n },\n\n /**\n * Moves cursor left\n * @param {Event} e Event object\n */\n moveCursorLeft: function(e) {\n if (this.selectionStart === 0 && this.selectionEnd === 0) {\n return;\n }\n this._moveCursorLeftOrRight('Left', e);\n },\n\n /**\n * @private\n * @return {Boolean} true if a change happened\n */\n _move: function(e, prop, direction) {\n var newValue;\n if (e.altKey) {\n newValue = this['findWordBoundary' + direction](this[prop]);\n }\n else if (e.metaKey || e.keyCode === 35 || e.keyCode === 36 ) {\n newValue = this['findLineBoundary' + direction](this[prop]);\n }\n else {\n this[prop] += direction === 'Left' ? -1 : 1;\n return true;\n }\n if (typeof newValue !== 'undefined' && this[prop] !== newValue) {\n this[prop] = newValue;\n return true;\n }\n },\n\n /**\n * @private\n */\n _moveLeft: function(e, prop) {\n return this._move(e, prop, 'Left');\n },\n\n /**\n * @private\n */\n _moveRight: function(e, prop) {\n return this._move(e, prop, 'Right');\n },\n\n /**\n * Moves cursor left without keeping selection\n * @param {Event} e\n */\n moveCursorLeftWithoutShift: function(e) {\n var change = true;\n this._selectionDirection = 'left';\n\n // only move cursor when there is no selection,\n // otherwise we discard it, and leave cursor on same place\n if (this.selectionEnd === this.selectionStart && this.selectionStart !== 0) {\n change = this._moveLeft(e, 'selectionStart');\n\n }\n this.selectionEnd = this.selectionStart;\n return change;\n },\n\n /**\n * Moves cursor left while keeping selection\n * @param {Event} e\n */\n moveCursorLeftWithShift: function(e) {\n if (this._selectionDirection === 'right' && this.selectionStart !== this.selectionEnd) {\n return this._moveLeft(e, 'selectionEnd');\n }\n else if (this.selectionStart !== 0){\n this._selectionDirection = 'left';\n return this._moveLeft(e, 'selectionStart');\n }\n },\n\n /**\n * Moves cursor right\n * @param {Event} e Event object\n */\n moveCursorRight: function(e) {\n if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {\n return;\n }\n this._moveCursorLeftOrRight('Right', e);\n },\n\n /**\n * Moves cursor right or Left, fires event\n * @param {String} direction 'Left', 'Right'\n * @param {Event} e Event object\n */\n _moveCursorLeftOrRight: function(direction, e) {\n var actionName = 'moveCursor' + direction + 'With';\n this._currentCursorOpacity = 1;\n\n if (e.shiftKey) {\n actionName += 'Shift';\n }\n else {\n actionName += 'outShift';\n }\n if (this[actionName](e)) {\n this.abortCursorAnimation();\n this.initDelayedCursor();\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Moves cursor right while keeping selection\n * @param {Event} e\n */\n moveCursorRightWithShift: function(e) {\n if (this._selectionDirection === 'left' && this.selectionStart !== this.selectionEnd) {\n return this._moveRight(e, 'selectionStart');\n }\n else if (this.selectionEnd !== this._text.length) {\n this._selectionDirection = 'right';\n return this._moveRight(e, 'selectionEnd');\n }\n },\n\n /**\n * Moves cursor right without keeping selection\n * @param {Event} e Event object\n */\n moveCursorRightWithoutShift: function(e) {\n var changed = true;\n this._selectionDirection = 'right';\n\n if (this.selectionStart === this.selectionEnd) {\n changed = this._moveRight(e, 'selectionStart');\n this.selectionEnd = this.selectionStart;\n }\n else {\n this.selectionStart = this.selectionEnd;\n }\n return changed;\n },\n\n /**\n * Removes characters from start/end\n * start/end ar per grapheme position in _text array.\n *\n * @param {Number} start\n * @param {Number} end default to start + 1\n */\n removeChars: function(start, end) {\n if (typeof end === 'undefined') {\n end = start + 1;\n }\n this.removeStyleFromTo(start, end);\n this._text.splice(start, end - start);\n this.text = this._text.join('');\n this.set('dirty', true);\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this._removeExtraneousStyles();\n },\n\n /**\n * insert characters at start position, before start position.\n * start equal 1 it means the text get inserted between actual grapheme 0 and 1\n * if style array is provided, it must be as the same length of text in graphemes\n * if end is provided and is bigger than start, old text is replaced.\n * start/end ar per grapheme position in _text array.\n *\n * @param {String} text text to insert\n * @param {Array} style array of style objects\n * @param {Number} start\n * @param {Number} end default to start + 1\n */\n insertChars: function(text, style, start, end) {\n if (typeof end === 'undefined') {\n end = start;\n }\n if (end > start) {\n this.removeStyleFromTo(start, end);\n }\n var graphemes = fabric.util.string.graphemeSplit(text);\n this.insertNewStyleBlock(graphemes, start, style);\n this._text = [].concat(this._text.slice(0, start), graphemes, this._text.slice(end));\n this.text = this._text.join('');\n this.set('dirty', true);\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this._removeExtraneousStyles();\n },\n\n});\n\n\n/* _TO_SVG_START_ */\n(function() {\n var toFixed = fabric.util.toFixed,\n multipleSpacesRegex = / +/g;\n\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n\n /**\n * Returns SVG representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n _toSVG: function() {\n var offsets = this._getSVGLeftTopOffsets(),\n textAndBg = this._getSVGTextAndBg(offsets.textTop, offsets.textLeft);\n return this._wrapSVGTextAndBg(textAndBg);\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n return this._createBaseSVGMarkup(\n this._toSVG(),\n { reviver: reviver, noStyle: true, withShadow: true }\n );\n },\n\n /**\n * @private\n */\n _getSVGLeftTopOffsets: function() {\n return {\n textLeft: -this.width / 2,\n textTop: -this.height / 2,\n lineTop: this.getHeightOfLine(0)\n };\n },\n\n /**\n * @private\n */\n _wrapSVGTextAndBg: function(textAndBg) {\n var noShadow = true,\n textDecoration = this.getSvgTextDecoration(this);\n return [\n textAndBg.textBgRects.join(''),\n '\\t\\t',\n textAndBg.textSpans.join(''),\n '\\n'\n ];\n },\n\n /**\n * @private\n * @param {Number} textTopOffset Text top offset\n * @param {Number} textLeftOffset Text left offset\n * @return {Object}\n */\n _getSVGTextAndBg: function(textTopOffset, textLeftOffset) {\n var textSpans = [],\n textBgRects = [],\n height = textTopOffset, lineOffset;\n // bounding-box background\n this._setSVGBg(textBgRects);\n\n // text and text-background\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineOffset = this._getLineLeftOffset(i);\n if (this.textBackgroundColor || this.styleHas('textBackgroundColor', i)) {\n this._setSVGTextLineBg(textBgRects, i, textLeftOffset + lineOffset, height);\n }\n this._setSVGTextLineText(textSpans, i, textLeftOffset + lineOffset, height);\n height += this.getHeightOfLine(i);\n }\n\n return {\n textSpans: textSpans,\n textBgRects: textBgRects\n };\n },\n\n /**\n * @private\n */\n _createTextCharSpan: function(_char, styleDecl, left, top) {\n var shouldUseWhitespace = _char !== _char.trim() || _char.match(multipleSpacesRegex),\n styleProps = this.getSvgSpanStyles(styleDecl, shouldUseWhitespace),\n fillStyles = styleProps ? 'style=\"' + styleProps + '\"' : '',\n dy = styleDecl.deltaY, dySpan = '',\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n if (dy) {\n dySpan = ' dy=\"' + toFixed(dy, NUM_FRACTION_DIGITS) + '\" ';\n }\n return [\n '',\n fabric.util.string.escapeXml(_char),\n ''\n ].join('');\n },\n\n _setSVGTextLineText: function(textSpans, lineIndex, textLeftOffset, textTopOffset) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox, style,\n boxWidth = 0,\n line = this._textLines[lineIndex],\n timeToRender;\n\n textTopOffset += lineHeight * (1 - this._fontSizeFraction) / this.lineHeight;\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n textLeftOffset += charBox.kernedWidth - charBox.width;\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = fabric.util.hasStyleChanged(actualStyle, nextStyle, true);\n }\n if (timeToRender) {\n style = this._getStyleDeclaration(lineIndex, i) || { };\n textSpans.push(this._createTextCharSpan(charsToRender, style, textLeftOffset, textTopOffset));\n charsToRender = '';\n actualStyle = nextStyle;\n textLeftOffset += boxWidth;\n boxWidth = 0;\n }\n }\n },\n\n _pushTextBgRect: function(textBgRects, color, left, top, width, height) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n textBgRects.push(\n '\\t\\t\\n');\n },\n\n _setSVGTextLineBg: function(textBgRects, i, leftOffset, textTopOffset) {\n var line = this._textLines[i],\n heightOfLine = this.getHeightOfLine(i) / this.lineHeight,\n boxWidth = 0,\n boxStart = 0,\n charBox, currentColor,\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (currentColor !== lastColor) {\n lastColor && this._pushTextBgRect(textBgRects, lastColor, leftOffset + boxStart,\n textTopOffset, boxWidth, heightOfLine);\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n currentColor && this._pushTextBgRect(textBgRects, currentColor, leftOffset + boxStart,\n textTopOffset, boxWidth, heightOfLine);\n },\n\n /**\n * Adobe Illustrator (at least CS5) is unable to render rgba()-based fill values\n * we work around it by \"moving\" alpha channel into opacity attribute and setting fill's alpha to 1\n *\n * @private\n * @param {*} value\n * @return {String}\n */\n _getFillAttributes: function(value) {\n var fillColor = (value && typeof value === 'string') ? new fabric.Color(value) : '';\n if (!fillColor || !fillColor.getSource() || fillColor.getAlpha() === 1) {\n return 'fill=\"' + value + '\"';\n }\n return 'opacity=\"' + fillColor.getAlpha() + '\" fill=\"' + fillColor.setAlpha(1).toRgb() + '\"';\n },\n\n /**\n * @private\n */\n _getSVGLineTopOffset: function(lineIndex) {\n var lineTopOffset = 0, lastHeight = 0;\n for (var j = 0; j < lineIndex; j++) {\n lineTopOffset += this.getHeightOfLine(j);\n }\n lastHeight = this.getHeightOfLine(j);\n return {\n lineTop: lineTopOffset,\n offset: (this._fontSizeMult - this._fontSizeFraction) * lastHeight / (this.lineHeight * this._fontSizeMult)\n };\n },\n\n /**\n * Returns styles-string for svg-export\n * @param {Boolean} skipShadow a boolean to skip shadow filter output\n * @return {String}\n */\n getSvgStyles: function(skipShadow) {\n var svgStyle = fabric.Object.prototype.getSvgStyles.call(this, skipShadow);\n return svgStyle + ' white-space: pre;';\n },\n });\n})();\n/* _TO_SVG_END_ */\n\n\n(function(global) {\n\n 'use strict';\n\n var fabric = global.fabric || (global.fabric = {});\n\n /**\n * Textbox class, based on IText, allows the user to resize the text rectangle\n * and wraps lines automatically. Textboxes have their Y scaling locked, the\n * user can only change width. Height is adjusted automatically based on the\n * wrapping of lines.\n * @class fabric.Textbox\n * @extends fabric.IText\n * @mixes fabric.Observable\n * @return {fabric.Textbox} thisArg\n * @see {@link fabric.Textbox#initialize} for constructor definition\n */\n fabric.Textbox = fabric.util.createClass(fabric.IText, fabric.Observable, {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'textbox',\n\n /**\n * Minimum width of textbox, in pixels.\n * @type Number\n * @default\n */\n minWidth: 20,\n\n /**\n * Minimum calculated width of a textbox, in pixels.\n * fixed to 2 so that an empty textbox cannot go to 0\n * and is still selectable without text.\n * @type Number\n * @default\n */\n dynamicMinWidth: 2,\n\n /**\n * Cached array of text wrapping.\n * @type Array\n */\n __cachedLines: null,\n\n /**\n * Override standard Object class values\n */\n lockScalingFlip: true,\n\n /**\n * Override standard Object class values\n * Textbox needs this on false\n */\n noScaleCache: false,\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Object\n * @private\n */\n _dimensionAffectingProps: fabric.Text.prototype._dimensionAffectingProps.concat('width'),\n\n /**\n * Use this regular expression to split strings in breakable lines\n * @private\n */\n _wordJoiners: /[ \\t\\r]/,\n\n /**\n * Use this boolean property in order to split strings that have no white space concept.\n * this is a cheap way to help with chinese/japanese\n * @type Boolean\n * @since 2.6.0\n */\n splitByGrapheme: false,\n\n /**\n * Unlike superclass's version of this function, Textbox does not update\n * its width.\n * @private\n * @override\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this.isEditing && this.initDelayedCursor();\n this.clearContextTop();\n this._clearCache();\n // clear dynamicMinWidth as it will be different after we re-wrap line\n this.dynamicMinWidth = 0;\n // wrap lines\n this._styleMap = this._generateStyleMap(this._splitText());\n // if after wrapping, the width is smaller than dynamicMinWidth, change the width and re-wrap\n if (this.dynamicMinWidth > this.width) {\n this._set('width', this.dynamicMinWidth);\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n // clear cache and re-calculate height\n this.height = this.calcTextHeight();\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Generate an object that translates the style object so that it is\n * broken up by visual lines (new lines and automatic wrapping).\n * The original text styles object is broken up by actual lines (new lines only),\n * which is only sufficient for Text / IText\n * @private\n */\n _generateStyleMap: function(textInfo) {\n var realLineCount = 0,\n realLineCharCount = 0,\n charCount = 0,\n map = {};\n\n for (var i = 0; i < textInfo.graphemeLines.length; i++) {\n if (textInfo.graphemeText[charCount] === '\\n' && i > 0) {\n realLineCharCount = 0;\n charCount++;\n realLineCount++;\n }\n else if (!this.splitByGrapheme && this._reSpaceAndTab.test(textInfo.graphemeText[charCount]) && i > 0) {\n // this case deals with space's that are removed from end of lines when wrapping\n realLineCharCount++;\n charCount++;\n }\n\n map[i] = { line: realLineCount, offset: realLineCharCount };\n\n charCount += textInfo.graphemeLines[i].length;\n realLineCharCount += textInfo.graphemeLines[i].length;\n }\n\n return map;\n },\n\n /**\n * Returns true if object has a style property or has it on a specified line\n * @param {Number} lineIndex\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (this._styleMap && !this.isWrapping) {\n var map = this._styleMap[lineIndex];\n if (map) {\n lineIndex = map.line;\n }\n }\n return fabric.Text.prototype.styleHas.call(this, property, lineIndex);\n },\n\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n var offset = 0, nextLineIndex = lineIndex + 1, nextOffset, obj, shouldLimit = false,\n map = this._styleMap[lineIndex], mapNextLine = this._styleMap[lineIndex + 1];\n if (map) {\n lineIndex = map.line;\n offset = map.offset;\n }\n if (mapNextLine) {\n nextLineIndex = mapNextLine.line;\n shouldLimit = nextLineIndex === lineIndex;\n nextOffset = mapNextLine.offset;\n }\n obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n if (p2 >= offset && (!shouldLimit || p2 < nextOffset)) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n }\n return true;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n if (this._styleMap && !this.isWrapping) {\n var map = this._styleMap[lineIndex];\n if (!map) {\n return null;\n }\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n }\n return this.callSuper('_getStyleDeclaration', lineIndex, charIndex);\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n var map = this._styleMap[lineIndex];\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n var map = this._styleMap[lineIndex];\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * probably broken need a fix\n * Returns the real style line that correspond to the wrapped lineIndex line\n * Used just to verify if the line does exist or not.\n * @param {Number} lineIndex\n * @returns {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n var map = this._styleMap[lineIndex];\n return !!this.styles[map.line];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @param {Object} style\n * @private\n */\n _setLineStyle: function(lineIndex) {\n var map = this._styleMap[lineIndex];\n this.styles[map.line] = {};\n },\n\n /**\n * Wraps text using the 'width' property of Textbox. First this function\n * splits text on newlines, so we preserve newlines entered by the user.\n * Then it wraps each line using the width of the Textbox by calling\n * _wrapLine().\n * @param {Array} lines The string array of text that is split into lines\n * @param {Number} desiredWidth width you want to wrap to\n * @returns {Array} Array of lines\n */\n _wrapText: function(lines, desiredWidth) {\n var wrapped = [], i;\n this.isWrapping = true;\n for (i = 0; i < lines.length; i++) {\n wrapped = wrapped.concat(this._wrapLine(lines[i], i, desiredWidth));\n }\n this.isWrapping = false;\n return wrapped;\n },\n\n /**\n * Helper function to measure a string of text, given its lineIndex and charIndex offset\n * it gets called when charBounds are not available yet.\n * @param {CanvasRenderingContext2D} ctx\n * @param {String} text\n * @param {number} lineIndex\n * @param {number} charOffset\n * @returns {number}\n * @private\n */\n _measureWord: function(word, lineIndex, charOffset) {\n var width = 0, prevGrapheme, skipLeft = true;\n charOffset = charOffset || 0;\n for (var i = 0, len = word.length; i < len; i++) {\n var box = this._getGraphemeBox(word[i], lineIndex, i + charOffset, prevGrapheme, skipLeft);\n width += box.kernedWidth;\n prevGrapheme = word[i];\n }\n return width;\n },\n\n /**\n * Wraps a line of text using the width of the Textbox and a context.\n * @param {Array} line The grapheme array that represent the line\n * @param {Number} lineIndex\n * @param {Number} desiredWidth width you want to wrap the line to\n * @param {Number} reservedSpace space to remove from wrapping for custom functionalities\n * @returns {Array} Array of line(s) into which the given text is wrapped\n * to.\n */\n _wrapLine: function(_line, lineIndex, desiredWidth, reservedSpace) {\n var lineWidth = 0,\n splitByGrapheme = this.splitByGrapheme,\n graphemeLines = [],\n line = [],\n // spaces in different languages?\n words = splitByGrapheme ? fabric.util.string.graphemeSplit(_line) : _line.split(this._wordJoiners),\n word = '',\n offset = 0,\n infix = splitByGrapheme ? '' : ' ',\n wordWidth = 0,\n infixWidth = 0,\n largestWordWidth = 0,\n lineJustStarted = true,\n additionalSpace = this._getWidthOfCharSpacing(),\n reservedSpace = reservedSpace || 0;\n // fix a difference between split and graphemeSplit\n if (words.length === 0) {\n words.push([]);\n }\n desiredWidth -= reservedSpace;\n for (var i = 0; i < words.length; i++) {\n // if using splitByGrapheme words are already in graphemes.\n word = splitByGrapheme ? words[i] : fabric.util.string.graphemeSplit(words[i]);\n wordWidth = this._measureWord(word, lineIndex, offset);\n offset += word.length;\n\n lineWidth += infixWidth + wordWidth - additionalSpace;\n if (lineWidth > desiredWidth && !lineJustStarted) {\n graphemeLines.push(line);\n line = [];\n lineWidth = wordWidth;\n lineJustStarted = true;\n }\n else {\n lineWidth += additionalSpace;\n }\n\n if (!lineJustStarted && !splitByGrapheme) {\n line.push(infix);\n }\n line = line.concat(word);\n\n infixWidth = splitByGrapheme ? 0 : this._measureWord([infix], lineIndex, offset);\n offset++;\n lineJustStarted = false;\n // keep track of largest word\n if (wordWidth > largestWordWidth) {\n largestWordWidth = wordWidth;\n }\n }\n\n i && graphemeLines.push(line);\n\n if (largestWordWidth + reservedSpace > this.dynamicMinWidth) {\n this.dynamicMinWidth = largestWordWidth - additionalSpace + reservedSpace;\n }\n return graphemeLines;\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @param {Number} lineIndex text to split\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n if (!this._styleMap[lineIndex + 1]) {\n // is last line, return true;\n return true;\n }\n if (this._styleMap[lineIndex + 1].line !== this._styleMap[lineIndex].line) {\n // this is last line before a line break, return true;\n return true;\n }\n return false;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * @return Number\n */\n missingNewlineOffset: function(lineIndex) {\n if (this.splitByGrapheme) {\n return this.isEndOfWrapping(lineIndex) ? 1 : 0;\n }\n return 1;\n },\n\n /**\n * Gets lines of text to render in the Textbox. This function calculates\n * text wrapping on the fly every time it is called.\n * @param {String} text text to split\n * @returns {Array} Array of lines in the Textbox.\n * @override\n */\n _splitTextIntoLines: function(text) {\n var newText = fabric.Text.prototype._splitTextIntoLines.call(this, text),\n graphemeLines = this._wrapText(newText.lines, this.width),\n lines = new Array(graphemeLines.length);\n for (var i = 0; i < graphemeLines.length; i++) {\n lines[i] = graphemeLines[i].join('');\n }\n newText.lines = lines;\n newText.graphemeLines = graphemeLines;\n return newText;\n },\n\n getMinWidth: function() {\n return Math.max(this.minWidth, this.dynamicMinWidth);\n },\n\n _removeExtraneousStyles: function() {\n var linesToKeep = {};\n for (var prop in this._styleMap) {\n if (this._textLines[prop]) {\n linesToKeep[this._styleMap[prop].line] = 1;\n }\n }\n for (var prop in this.styles) {\n if (!linesToKeep[prop]) {\n delete this.styles[prop];\n }\n }\n },\n\n /**\n * Returns object representation of an instance\n * @method toObject\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['minWidth', 'splitByGrapheme'].concat(propertiesToInclude));\n }\n });\n\n /**\n * Returns fabric.Textbox instance from an object representation\n * @static\n * @memberOf fabric.Textbox\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Textbox instance is created\n */\n fabric.Textbox.fromObject = function(object, callback) {\n var styles = fabric.util.stylesFromArray(object.styles, object.text);\n //copy object to prevent mutation\n var objCopy = Object.assign({}, object, { styles: styles });\n return fabric.Object._fromObject('Textbox', objCopy, callback, 'text');\n };\n})( true ? exports : 0);\n\n\n(function() {\n\n var controlsUtils = fabric.controlsUtils,\n scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler,\n scaleStyleHandler = controlsUtils.scaleCursorStyleHandler,\n scalingEqually = controlsUtils.scalingEqually,\n scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX,\n scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY,\n scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName,\n objectControls = fabric.Object.prototype.controls;\n\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: 'rotate',\n });\n\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = { };\n\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n }\n})();\n\n\n\n//# sourceURL=webpack:///./node_modules/fabric/dist/fabric.js?"); /***/ }), -/***/ "./Styles/main.scss": -/*!**************************!*\ - !*** ./Styles/main.scss ***! - \**************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { +/***/ "./node_modules/jquery/dist/jquery.js": +/*!********************************************!*\ + !*** ./node_modules/jquery/dist/jquery.js ***! + \********************************************/ +/***/ (function(module, exports) { -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (__webpack_require__.p + \"css/main.css\");\n\n//# sourceURL=webpack://fxl.codes.kisekae/./Styles/main.scss?"); +eval("var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;/*!\n * jQuery JavaScript Library v3.7.1\n * https://jquery.com/\n *\n * Copyright OpenJS Foundation and other contributors\n * Released under the MIT license\n * https://jquery.org/license\n *\n * Date: 2023-08-28T13:37Z\n */\n( function( global, factory ) {\n\n\t\"use strict\";\n\n\tif ( true && typeof module.exports === \"object\" ) {\n\n\t\t// For CommonJS and CommonJS-like environments where a proper `window`\n\t\t// is present, execute the factory and get jQuery.\n\t\t// For environments that do not have a `window` with a `document`\n\t\t// (such as Node.js), expose a factory as module.exports.\n\t\t// This accentuates the need for the creation of a real `window`.\n\t\t// e.g. var jQuery = require(\"jquery\")(window);\n\t\t// See ticket trac-14549 for more info.\n\t\tmodule.exports = global.document ?\n\t\t\tfactory( global, true ) :\n\t\t\tfunction( w ) {\n\t\t\t\tif ( !w.document ) {\n\t\t\t\t\tthrow new Error( \"jQuery requires a window with a document\" );\n\t\t\t\t}\n\t\t\t\treturn factory( w );\n\t\t\t};\n\t} else {\n\t\tfactory( global );\n\t}\n\n// Pass this if window is not defined yet\n} )( typeof window !== \"undefined\" ? window : this, function( window, noGlobal ) {\n\n// Edge <= 12 - 13+, Firefox <=18 - 45+, IE 10 - 11, Safari 5.1 - 9+, iOS 6 - 9.1\n// throw exceptions when non-strict code (e.g., ASP.NET 4.5) accesses strict mode\n// arguments.callee.caller (trac-13335). But as of jQuery 3.0 (2016), strict mode should be common\n// enough that all such attempts are guarded in a try block.\n\"use strict\";\n\nvar arr = [];\n\nvar getProto = Object.getPrototypeOf;\n\nvar slice = arr.slice;\n\nvar flat = arr.flat ? function( array ) {\n\treturn arr.flat.call( array );\n} : function( array ) {\n\treturn arr.concat.apply( [], array );\n};\n\n\nvar push = arr.push;\n\nvar indexOf = arr.indexOf;\n\nvar class2type = {};\n\nvar toString = class2type.toString;\n\nvar hasOwn = class2type.hasOwnProperty;\n\nvar fnToString = hasOwn.toString;\n\nvar ObjectFunctionString = fnToString.call( Object );\n\nvar support = {};\n\nvar isFunction = function isFunction( obj ) {\n\n\t\t// Support: Chrome <=57, Firefox <=52\n\t\t// In some browsers, typeof returns \"function\" for HTML elements\n\t\t// (i.e., `typeof document.createElement( \"object\" ) === \"function\"`).\n\t\t// We don't want to classify *any* DOM node as a function.\n\t\t// Support: QtWeb <=3.8.5, WebKit <=534.34, wkhtmltopdf tool <=0.12.5\n\t\t// Plus for old WebKit, typeof returns \"function\" for HTML collections\n\t\t// (e.g., `typeof document.getElementsByTagName(\"div\") === \"function\"`). (gh-4756)\n\t\treturn typeof obj === \"function\" && typeof obj.nodeType !== \"number\" &&\n\t\t\ttypeof obj.item !== \"function\";\n\t};\n\n\nvar isWindow = function isWindow( obj ) {\n\t\treturn obj != null && obj === obj.window;\n\t};\n\n\nvar document = window.document;\n\n\n\n\tvar preservedScriptAttributes = {\n\t\ttype: true,\n\t\tsrc: true,\n\t\tnonce: true,\n\t\tnoModule: true\n\t};\n\n\tfunction DOMEval( code, node, doc ) {\n\t\tdoc = doc || document;\n\n\t\tvar i, val,\n\t\t\tscript = doc.createElement( \"script\" );\n\n\t\tscript.text = code;\n\t\tif ( node ) {\n\t\t\tfor ( i in preservedScriptAttributes ) {\n\n\t\t\t\t// Support: Firefox 64+, Edge 18+\n\t\t\t\t// Some browsers don't support the \"nonce\" property on scripts.\n\t\t\t\t// On the other hand, just using `getAttribute` is not enough as\n\t\t\t\t// the `nonce` attribute is reset to an empty string whenever it\n\t\t\t\t// becomes browsing-context connected.\n\t\t\t\t// See https://github.com/whatwg/html/issues/2369\n\t\t\t\t// See https://html.spec.whatwg.org/#nonce-attributes\n\t\t\t\t// The `node.getAttribute` check was added for the sake of\n\t\t\t\t// `jQuery.globalEval` so that it can fake a nonce-containing node\n\t\t\t\t// via an object.\n\t\t\t\tval = node[ i ] || node.getAttribute && node.getAttribute( i );\n\t\t\t\tif ( val ) {\n\t\t\t\t\tscript.setAttribute( i, val );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tdoc.head.appendChild( script ).parentNode.removeChild( script );\n\t}\n\n\nfunction toType( obj ) {\n\tif ( obj == null ) {\n\t\treturn obj + \"\";\n\t}\n\n\t// Support: Android <=2.3 only (functionish RegExp)\n\treturn typeof obj === \"object\" || typeof obj === \"function\" ?\n\t\tclass2type[ toString.call( obj ) ] || \"object\" :\n\t\ttypeof obj;\n}\n/* global Symbol */\n// Defining this global in .eslintrc.json would create a danger of using the global\n// unguarded in another place, it seems safer to define global only for this module\n\n\n\nvar version = \"3.7.1\",\n\n\trhtmlSuffix = /HTML$/i,\n\n\t// Define a local copy of jQuery\n\tjQuery = function( selector, context ) {\n\n\t\t// The jQuery object is actually just the init constructor 'enhanced'\n\t\t// Need init if jQuery is called (just allow error to be thrown if not included)\n\t\treturn new jQuery.fn.init( selector, context );\n\t};\n\njQuery.fn = jQuery.prototype = {\n\n\t// The current version of jQuery being used\n\tjquery: version,\n\n\tconstructor: jQuery,\n\n\t// The default length of a jQuery object is 0\n\tlength: 0,\n\n\ttoArray: function() {\n\t\treturn slice.call( this );\n\t},\n\n\t// Get the Nth element in the matched element set OR\n\t// Get the whole matched element set as a clean array\n\tget: function( num ) {\n\n\t\t// Return all the elements in a clean array\n\t\tif ( num == null ) {\n\t\t\treturn slice.call( this );\n\t\t}\n\n\t\t// Return just the one element from the set\n\t\treturn num < 0 ? this[ num + this.length ] : this[ num ];\n\t},\n\n\t// Take an array of elements and push it onto the stack\n\t// (returning the new matched element set)\n\tpushStack: function( elems ) {\n\n\t\t// Build a new jQuery matched element set\n\t\tvar ret = jQuery.merge( this.constructor(), elems );\n\n\t\t// Add the old object onto the stack (as a reference)\n\t\tret.prevObject = this;\n\n\t\t// Return the newly-formed element set\n\t\treturn ret;\n\t},\n\n\t// Execute a callback for every element in the matched set.\n\teach: function( callback ) {\n\t\treturn jQuery.each( this, callback );\n\t},\n\n\tmap: function( callback ) {\n\t\treturn this.pushStack( jQuery.map( this, function( elem, i ) {\n\t\t\treturn callback.call( elem, i, elem );\n\t\t} ) );\n\t},\n\n\tslice: function() {\n\t\treturn this.pushStack( slice.apply( this, arguments ) );\n\t},\n\n\tfirst: function() {\n\t\treturn this.eq( 0 );\n\t},\n\n\tlast: function() {\n\t\treturn this.eq( -1 );\n\t},\n\n\teven: function() {\n\t\treturn this.pushStack( jQuery.grep( this, function( _elem, i ) {\n\t\t\treturn ( i + 1 ) % 2;\n\t\t} ) );\n\t},\n\n\todd: function() {\n\t\treturn this.pushStack( jQuery.grep( this, function( _elem, i ) {\n\t\t\treturn i % 2;\n\t\t} ) );\n\t},\n\n\teq: function( i ) {\n\t\tvar len = this.length,\n\t\t\tj = +i + ( i < 0 ? len : 0 );\n\t\treturn this.pushStack( j >= 0 && j < len ? [ this[ j ] ] : [] );\n\t},\n\n\tend: function() {\n\t\treturn this.prevObject || this.constructor();\n\t},\n\n\t// For internal use only.\n\t// Behaves like an Array's method, not like a jQuery method.\n\tpush: push,\n\tsort: arr.sort,\n\tsplice: arr.splice\n};\n\njQuery.extend = jQuery.fn.extend = function() {\n\tvar options, name, src, copy, copyIsArray, clone,\n\t\ttarget = arguments[ 0 ] || {},\n\t\ti = 1,\n\t\tlength = arguments.length,\n\t\tdeep = false;\n\n\t// Handle a deep copy situation\n\tif ( typeof target === \"boolean\" ) {\n\t\tdeep = target;\n\n\t\t// Skip the boolean and the target\n\t\ttarget = arguments[ i ] || {};\n\t\ti++;\n\t}\n\n\t// Handle case when target is a string or something (possible in deep copy)\n\tif ( typeof target !== \"object\" && !isFunction( target ) ) {\n\t\ttarget = {};\n\t}\n\n\t// Extend jQuery itself if only one argument is passed\n\tif ( i === length ) {\n\t\ttarget = this;\n\t\ti--;\n\t}\n\n\tfor ( ; i < length; i++ ) {\n\n\t\t// Only deal with non-null/undefined values\n\t\tif ( ( options = arguments[ i ] ) != null ) {\n\n\t\t\t// Extend the base object\n\t\t\tfor ( name in options ) {\n\t\t\t\tcopy = options[ name ];\n\n\t\t\t\t// Prevent Object.prototype pollution\n\t\t\t\t// Prevent never-ending loop\n\t\t\t\tif ( name === \"__proto__\" || target === copy ) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t// Recurse if we're merging plain objects or arrays\n\t\t\t\tif ( deep && copy && ( jQuery.isPlainObject( copy ) ||\n\t\t\t\t\t( copyIsArray = Array.isArray( copy ) ) ) ) {\n\t\t\t\t\tsrc = target[ name ];\n\n\t\t\t\t\t// Ensure proper type for the source value\n\t\t\t\t\tif ( copyIsArray && !Array.isArray( src ) ) {\n\t\t\t\t\t\tclone = [];\n\t\t\t\t\t} else if ( !copyIsArray && !jQuery.isPlainObject( src ) ) {\n\t\t\t\t\t\tclone = {};\n\t\t\t\t\t} else {\n\t\t\t\t\t\tclone = src;\n\t\t\t\t\t}\n\t\t\t\t\tcopyIsArray = false;\n\n\t\t\t\t\t// Never move original objects, clone them\n\t\t\t\t\ttarget[ name ] = jQuery.extend( deep, clone, copy );\n\n\t\t\t\t// Don't bring in undefined values\n\t\t\t\t} else if ( copy !== undefined ) {\n\t\t\t\t\ttarget[ name ] = copy;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// Return the modified object\n\treturn target;\n};\n\njQuery.extend( {\n\n\t// Unique for each copy of jQuery on the page\n\texpando: \"jQuery\" + ( version + Math.random() ).replace( /\\D/g, \"\" ),\n\n\t// Assume jQuery is ready without the ready module\n\tisReady: true,\n\n\terror: function( msg ) {\n\t\tthrow new Error( msg );\n\t},\n\n\tnoop: function() {},\n\n\tisPlainObject: function( obj ) {\n\t\tvar proto, Ctor;\n\n\t\t// Detect obvious negatives\n\t\t// Use toString instead of jQuery.type to catch host objects\n\t\tif ( !obj || toString.call( obj ) !== \"[object Object]\" ) {\n\t\t\treturn false;\n\t\t}\n\n\t\tproto = getProto( obj );\n\n\t\t// Objects with no prototype (e.g., `Object.create( null )`) are plain\n\t\tif ( !proto ) {\n\t\t\treturn true;\n\t\t}\n\n\t\t// Objects with prototype are plain iff they were constructed by a global Object function\n\t\tCtor = hasOwn.call( proto, \"constructor\" ) && proto.constructor;\n\t\treturn typeof Ctor === \"function\" && fnToString.call( Ctor ) === ObjectFunctionString;\n\t},\n\n\tisEmptyObject: function( obj ) {\n\t\tvar name;\n\n\t\tfor ( name in obj ) {\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t},\n\n\t// Evaluates a script in a provided context; falls back to the global one\n\t// if not specified.\n\tglobalEval: function( code, options, doc ) {\n\t\tDOMEval( code, { nonce: options && options.nonce }, doc );\n\t},\n\n\teach: function( obj, callback ) {\n\t\tvar length, i = 0;\n\n\t\tif ( isArrayLike( obj ) ) {\n\t\t\tlength = obj.length;\n\t\t\tfor ( ; i < length; i++ ) {\n\t\t\t\tif ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tfor ( i in obj ) {\n\t\t\t\tif ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn obj;\n\t},\n\n\n\t// Retrieve the text value of an array of DOM nodes\n\ttext: function( elem ) {\n\t\tvar node,\n\t\t\tret = \"\",\n\t\t\ti = 0,\n\t\t\tnodeType = elem.nodeType;\n\n\t\tif ( !nodeType ) {\n\n\t\t\t// If no nodeType, this is expected to be an array\n\t\t\twhile ( ( node = elem[ i++ ] ) ) {\n\n\t\t\t\t// Do not traverse comment nodes\n\t\t\t\tret += jQuery.text( node );\n\t\t\t}\n\t\t}\n\t\tif ( nodeType === 1 || nodeType === 11 ) {\n\t\t\treturn elem.textContent;\n\t\t}\n\t\tif ( nodeType === 9 ) {\n\t\t\treturn elem.documentElement.textContent;\n\t\t}\n\t\tif ( nodeType === 3 || nodeType === 4 ) {\n\t\t\treturn elem.nodeValue;\n\t\t}\n\n\t\t// Do not include comment or processing instruction nodes\n\n\t\treturn ret;\n\t},\n\n\t// results is for internal usage only\n\tmakeArray: function( arr, results ) {\n\t\tvar ret = results || [];\n\n\t\tif ( arr != null ) {\n\t\t\tif ( isArrayLike( Object( arr ) ) ) {\n\t\t\t\tjQuery.merge( ret,\n\t\t\t\t\ttypeof arr === \"string\" ?\n\t\t\t\t\t\t[ arr ] : arr\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tpush.call( ret, arr );\n\t\t\t}\n\t\t}\n\n\t\treturn ret;\n\t},\n\n\tinArray: function( elem, arr, i ) {\n\t\treturn arr == null ? -1 : indexOf.call( arr, elem, i );\n\t},\n\n\tisXMLDoc: function( elem ) {\n\t\tvar namespace = elem && elem.namespaceURI,\n\t\t\tdocElem = elem && ( elem.ownerDocument || elem ).documentElement;\n\n\t\t// Assume HTML when documentElement doesn't yet exist, such as inside\n\t\t// document fragments.\n\t\treturn !rhtmlSuffix.test( namespace || docElem && docElem.nodeName || \"HTML\" );\n\t},\n\n\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t// push.apply(_, arraylike) throws on ancient WebKit\n\tmerge: function( first, second ) {\n\t\tvar len = +second.length,\n\t\t\tj = 0,\n\t\t\ti = first.length;\n\n\t\tfor ( ; j < len; j++ ) {\n\t\t\tfirst[ i++ ] = second[ j ];\n\t\t}\n\n\t\tfirst.length = i;\n\n\t\treturn first;\n\t},\n\n\tgrep: function( elems, callback, invert ) {\n\t\tvar callbackInverse,\n\t\t\tmatches = [],\n\t\t\ti = 0,\n\t\t\tlength = elems.length,\n\t\t\tcallbackExpect = !invert;\n\n\t\t// Go through the array, only saving the items\n\t\t// that pass the validator function\n\t\tfor ( ; i < length; i++ ) {\n\t\t\tcallbackInverse = !callback( elems[ i ], i );\n\t\t\tif ( callbackInverse !== callbackExpect ) {\n\t\t\t\tmatches.push( elems[ i ] );\n\t\t\t}\n\t\t}\n\n\t\treturn matches;\n\t},\n\n\t// arg is for internal usage only\n\tmap: function( elems, callback, arg ) {\n\t\tvar length, value,\n\t\t\ti = 0,\n\t\t\tret = [];\n\n\t\t// Go through the array, translating each of the items to their new values\n\t\tif ( isArrayLike( elems ) ) {\n\t\t\tlength = elems.length;\n\t\t\tfor ( ; i < length; i++ ) {\n\t\t\t\tvalue = callback( elems[ i ], i, arg );\n\n\t\t\t\tif ( value != null ) {\n\t\t\t\t\tret.push( value );\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Go through every key on the object,\n\t\t} else {\n\t\t\tfor ( i in elems ) {\n\t\t\t\tvalue = callback( elems[ i ], i, arg );\n\n\t\t\t\tif ( value != null ) {\n\t\t\t\t\tret.push( value );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Flatten any nested arrays\n\t\treturn flat( ret );\n\t},\n\n\t// A global GUID counter for objects\n\tguid: 1,\n\n\t// jQuery.support is not used in Core but other projects attach their\n\t// properties to it so it needs to exist.\n\tsupport: support\n} );\n\nif ( typeof Symbol === \"function\" ) {\n\tjQuery.fn[ Symbol.iterator ] = arr[ Symbol.iterator ];\n}\n\n// Populate the class2type map\njQuery.each( \"Boolean Number String Function Array Date RegExp Object Error Symbol\".split( \" \" ),\n\tfunction( _i, name ) {\n\t\tclass2type[ \"[object \" + name + \"]\" ] = name.toLowerCase();\n\t} );\n\nfunction isArrayLike( obj ) {\n\n\t// Support: real iOS 8.2 only (not reproducible in simulator)\n\t// `in` check used to prevent JIT error (gh-2145)\n\t// hasOwn isn't used here due to false negatives\n\t// regarding Nodelist length in IE\n\tvar length = !!obj && \"length\" in obj && obj.length,\n\t\ttype = toType( obj );\n\n\tif ( isFunction( obj ) || isWindow( obj ) ) {\n\t\treturn false;\n\t}\n\n\treturn type === \"array\" || length === 0 ||\n\t\ttypeof length === \"number\" && length > 0 && ( length - 1 ) in obj;\n}\n\n\nfunction nodeName( elem, name ) {\n\n\treturn elem.nodeName && elem.nodeName.toLowerCase() === name.toLowerCase();\n\n}\nvar pop = arr.pop;\n\n\nvar sort = arr.sort;\n\n\nvar splice = arr.splice;\n\n\nvar whitespace = \"[\\\\x20\\\\t\\\\r\\\\n\\\\f]\";\n\n\nvar rtrimCSS = new RegExp(\n\t\"^\" + whitespace + \"+|((?:^|[^\\\\\\\\])(?:\\\\\\\\.)*)\" + whitespace + \"+$\",\n\t\"g\"\n);\n\n\n\n\n// Note: an element does not contain itself\njQuery.contains = function( a, b ) {\n\tvar bup = b && b.parentNode;\n\n\treturn a === bup || !!( bup && bup.nodeType === 1 && (\n\n\t\t// Support: IE 9 - 11+\n\t\t// IE doesn't have `contains` on SVG.\n\t\ta.contains ?\n\t\t\ta.contains( bup ) :\n\t\t\ta.compareDocumentPosition && a.compareDocumentPosition( bup ) & 16\n\t) );\n};\n\n\n\n\n// CSS string/identifier serialization\n// https://drafts.csswg.org/cssom/#common-serializing-idioms\nvar rcssescape = /([\\0-\\x1f\\x7f]|^-?\\d)|^-$|[^\\x80-\\uFFFF\\w-]/g;\n\nfunction fcssescape( ch, asCodePoint ) {\n\tif ( asCodePoint ) {\n\n\t\t// U+0000 NULL becomes U+FFFD REPLACEMENT CHARACTER\n\t\tif ( ch === \"\\0\" ) {\n\t\t\treturn \"\\uFFFD\";\n\t\t}\n\n\t\t// Control characters and (dependent upon position) numbers get escaped as code points\n\t\treturn ch.slice( 0, -1 ) + \"\\\\\" + ch.charCodeAt( ch.length - 1 ).toString( 16 ) + \" \";\n\t}\n\n\t// Other potentially-special ASCII characters get backslash-escaped\n\treturn \"\\\\\" + ch;\n}\n\njQuery.escapeSelector = function( sel ) {\n\treturn ( sel + \"\" ).replace( rcssescape, fcssescape );\n};\n\n\n\n\nvar preferredDoc = document,\n\tpushNative = push;\n\n( function() {\n\nvar i,\n\tExpr,\n\toutermostContext,\n\tsortInput,\n\thasDuplicate,\n\tpush = pushNative,\n\n\t// Local document vars\n\tdocument,\n\tdocumentElement,\n\tdocumentIsHTML,\n\trbuggyQSA,\n\tmatches,\n\n\t// Instance-specific data\n\texpando = jQuery.expando,\n\tdirruns = 0,\n\tdone = 0,\n\tclassCache = createCache(),\n\ttokenCache = createCache(),\n\tcompilerCache = createCache(),\n\tnonnativeSelectorCache = createCache(),\n\tsortOrder = function( a, b ) {\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t}\n\t\treturn 0;\n\t},\n\n\tbooleans = \"checked|selected|async|autofocus|autoplay|controls|defer|disabled|hidden|ismap|\" +\n\t\t\"loop|multiple|open|readonly|required|scoped\",\n\n\t// Regular expressions\n\n\t// https://www.w3.org/TR/css-syntax-3/#ident-token-diagram\n\tidentifier = \"(?:\\\\\\\\[\\\\da-fA-F]{1,6}\" + whitespace +\n\t\t\"?|\\\\\\\\[^\\\\r\\\\n\\\\f]|[\\\\w-]|[^\\0-\\\\x7f])+\",\n\n\t// Attribute selectors: https://www.w3.org/TR/selectors/#attribute-selectors\n\tattributes = \"\\\\[\" + whitespace + \"*(\" + identifier + \")(?:\" + whitespace +\n\n\t\t// Operator (capture 2)\n\t\t\"*([*^$|!~]?=)\" + whitespace +\n\n\t\t// \"Attribute values must be CSS identifiers [capture 5] or strings [capture 3 or capture 4]\"\n\t\t\"*(?:'((?:\\\\\\\\.|[^\\\\\\\\'])*)'|\\\"((?:\\\\\\\\.|[^\\\\\\\\\\\"])*)\\\"|(\" + identifier + \"))|)\" +\n\t\twhitespace + \"*\\\\]\",\n\n\tpseudos = \":(\" + identifier + \")(?:\\\\((\" +\n\n\t\t// To reduce the number of selectors needing tokenize in the preFilter, prefer arguments:\n\t\t// 1. quoted (capture 3; capture 4 or capture 5)\n\t\t\"('((?:\\\\\\\\.|[^\\\\\\\\'])*)'|\\\"((?:\\\\\\\\.|[^\\\\\\\\\\\"])*)\\\")|\" +\n\n\t\t// 2. simple (capture 6)\n\t\t\"((?:\\\\\\\\.|[^\\\\\\\\()[\\\\]]|\" + attributes + \")*)|\" +\n\n\t\t// 3. anything else (capture 2)\n\t\t\".*\" +\n\t\t\")\\\\)|)\",\n\n\t// Leading and non-escaped trailing whitespace, capturing some non-whitespace characters preceding the latter\n\trwhitespace = new RegExp( whitespace + \"+\", \"g\" ),\n\n\trcomma = new RegExp( \"^\" + whitespace + \"*,\" + whitespace + \"*\" ),\n\trleadingCombinator = new RegExp( \"^\" + whitespace + \"*([>+~]|\" + whitespace + \")\" +\n\t\twhitespace + \"*\" ),\n\trdescend = new RegExp( whitespace + \"|>\" ),\n\n\trpseudo = new RegExp( pseudos ),\n\tridentifier = new RegExp( \"^\" + identifier + \"$\" ),\n\n\tmatchExpr = {\n\t\tID: new RegExp( \"^#(\" + identifier + \")\" ),\n\t\tCLASS: new RegExp( \"^\\\\.(\" + identifier + \")\" ),\n\t\tTAG: new RegExp( \"^(\" + identifier + \"|[*])\" ),\n\t\tATTR: new RegExp( \"^\" + attributes ),\n\t\tPSEUDO: new RegExp( \"^\" + pseudos ),\n\t\tCHILD: new RegExp(\n\t\t\t\"^:(only|first|last|nth|nth-last)-(child|of-type)(?:\\\\(\" +\n\t\t\t\twhitespace + \"*(even|odd|(([+-]|)(\\\\d*)n|)\" + whitespace + \"*(?:([+-]|)\" +\n\t\t\t\twhitespace + \"*(\\\\d+)|))\" + whitespace + \"*\\\\)|)\", \"i\" ),\n\t\tbool: new RegExp( \"^(?:\" + booleans + \")$\", \"i\" ),\n\n\t\t// For use in libraries implementing .is()\n\t\t// We use this for POS matching in `select`\n\t\tneedsContext: new RegExp( \"^\" + whitespace +\n\t\t\t\"*[>+~]|:(even|odd|eq|gt|lt|nth|first|last)(?:\\\\(\" + whitespace +\n\t\t\t\"*((?:-\\\\d)?\\\\d*)\" + whitespace + \"*\\\\)|)(?=[^-]|$)\", \"i\" )\n\t},\n\n\trinputs = /^(?:input|select|textarea|button)$/i,\n\trheader = /^h\\d$/i,\n\n\t// Easily-parseable/retrievable ID or TAG or CLASS selectors\n\trquickExpr = /^(?:#([\\w-]+)|(\\w+)|\\.([\\w-]+))$/,\n\n\trsibling = /[+~]/,\n\n\t// CSS escapes\n\t// https://www.w3.org/TR/CSS21/syndata.html#escaped-characters\n\trunescape = new RegExp( \"\\\\\\\\[\\\\da-fA-F]{1,6}\" + whitespace +\n\t\t\"?|\\\\\\\\([^\\\\r\\\\n\\\\f])\", \"g\" ),\n\tfunescape = function( escape, nonHex ) {\n\t\tvar high = \"0x\" + escape.slice( 1 ) - 0x10000;\n\n\t\tif ( nonHex ) {\n\n\t\t\t// Strip the backslash prefix from a non-hex escape sequence\n\t\t\treturn nonHex;\n\t\t}\n\n\t\t// Replace a hexadecimal escape sequence with the encoded Unicode code point\n\t\t// Support: IE <=11+\n\t\t// For values outside the Basic Multilingual Plane (BMP), manually construct a\n\t\t// surrogate pair\n\t\treturn high < 0 ?\n\t\t\tString.fromCharCode( high + 0x10000 ) :\n\t\t\tString.fromCharCode( high >> 10 | 0xD800, high & 0x3FF | 0xDC00 );\n\t},\n\n\t// Used for iframes; see `setDocument`.\n\t// Support: IE 9 - 11+, Edge 12 - 18+\n\t// Removing the function wrapper causes a \"Permission Denied\"\n\t// error in IE/Edge.\n\tunloadHandler = function() {\n\t\tsetDocument();\n\t},\n\n\tinDisabledFieldset = addCombinator(\n\t\tfunction( elem ) {\n\t\t\treturn elem.disabled === true && nodeName( elem, \"fieldset\" );\n\t\t},\n\t\t{ dir: \"parentNode\", next: \"legend\" }\n\t);\n\n// Support: IE <=9 only\n// Accessing document.activeElement can throw unexpectedly\n// https://bugs.jquery.com/ticket/13393\nfunction safeActiveElement() {\n\ttry {\n\t\treturn document.activeElement;\n\t} catch ( err ) { }\n}\n\n// Optimize for push.apply( _, NodeList )\ntry {\n\tpush.apply(\n\t\t( arr = slice.call( preferredDoc.childNodes ) ),\n\t\tpreferredDoc.childNodes\n\t);\n\n\t// Support: Android <=4.0\n\t// Detect silently failing push.apply\n\t// eslint-disable-next-line no-unused-expressions\n\tarr[ preferredDoc.childNodes.length ].nodeType;\n} catch ( e ) {\n\tpush = {\n\t\tapply: function( target, els ) {\n\t\t\tpushNative.apply( target, slice.call( els ) );\n\t\t},\n\t\tcall: function( target ) {\n\t\t\tpushNative.apply( target, slice.call( arguments, 1 ) );\n\t\t}\n\t};\n}\n\nfunction find( selector, context, results, seed ) {\n\tvar m, i, elem, nid, match, groups, newSelector,\n\t\tnewContext = context && context.ownerDocument,\n\n\t\t// nodeType defaults to 9, since context defaults to document\n\t\tnodeType = context ? context.nodeType : 9;\n\n\tresults = results || [];\n\n\t// Return early from calls with invalid selector or context\n\tif ( typeof selector !== \"string\" || !selector ||\n\t\tnodeType !== 1 && nodeType !== 9 && nodeType !== 11 ) {\n\n\t\treturn results;\n\t}\n\n\t// Try to shortcut find operations (as opposed to filters) in HTML documents\n\tif ( !seed ) {\n\t\tsetDocument( context );\n\t\tcontext = context || document;\n\n\t\tif ( documentIsHTML ) {\n\n\t\t\t// If the selector is sufficiently simple, try using a \"get*By*\" DOM method\n\t\t\t// (excepting DocumentFragment context, where the methods don't exist)\n\t\t\tif ( nodeType !== 11 && ( match = rquickExpr.exec( selector ) ) ) {\n\n\t\t\t\t// ID selector\n\t\t\t\tif ( ( m = match[ 1 ] ) ) {\n\n\t\t\t\t\t// Document context\n\t\t\t\t\tif ( nodeType === 9 ) {\n\t\t\t\t\t\tif ( ( elem = context.getElementById( m ) ) ) {\n\n\t\t\t\t\t\t\t// Support: IE 9 only\n\t\t\t\t\t\t\t// getElementById can match elements by name instead of ID\n\t\t\t\t\t\t\tif ( elem.id === m ) {\n\t\t\t\t\t\t\t\tpush.call( results, elem );\n\t\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t// Element context\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// Support: IE 9 only\n\t\t\t\t\t\t// getElementById can match elements by name instead of ID\n\t\t\t\t\t\tif ( newContext && ( elem = newContext.getElementById( m ) ) &&\n\t\t\t\t\t\t\tfind.contains( context, elem ) &&\n\t\t\t\t\t\t\telem.id === m ) {\n\n\t\t\t\t\t\t\tpush.call( results, elem );\n\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t// Type selector\n\t\t\t\t} else if ( match[ 2 ] ) {\n\t\t\t\t\tpush.apply( results, context.getElementsByTagName( selector ) );\n\t\t\t\t\treturn results;\n\n\t\t\t\t// Class selector\n\t\t\t\t} else if ( ( m = match[ 3 ] ) && context.getElementsByClassName ) {\n\t\t\t\t\tpush.apply( results, context.getElementsByClassName( m ) );\n\t\t\t\t\treturn results;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Take advantage of querySelectorAll\n\t\t\tif ( !nonnativeSelectorCache[ selector + \" \" ] &&\n\t\t\t\t( !rbuggyQSA || !rbuggyQSA.test( selector ) ) ) {\n\n\t\t\t\tnewSelector = selector;\n\t\t\t\tnewContext = context;\n\n\t\t\t\t// qSA considers elements outside a scoping root when evaluating child or\n\t\t\t\t// descendant combinators, which is not what we want.\n\t\t\t\t// In such cases, we work around the behavior by prefixing every selector in the\n\t\t\t\t// list with an ID selector referencing the scope context.\n\t\t\t\t// The technique has to be used as well when a leading combinator is used\n\t\t\t\t// as such selectors are not recognized by querySelectorAll.\n\t\t\t\t// Thanks to Andrew Dupont for this technique.\n\t\t\t\tif ( nodeType === 1 &&\n\t\t\t\t\t( rdescend.test( selector ) || rleadingCombinator.test( selector ) ) ) {\n\n\t\t\t\t\t// Expand context for sibling selectors\n\t\t\t\t\tnewContext = rsibling.test( selector ) && testContext( context.parentNode ) ||\n\t\t\t\t\t\tcontext;\n\n\t\t\t\t\t// We can use :scope instead of the ID hack if the browser\n\t\t\t\t\t// supports it & if we're not changing the context.\n\t\t\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when\n\t\t\t\t\t// strict-comparing two documents; shallow comparisons work.\n\t\t\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\t\t\tif ( newContext != context || !support.scope ) {\n\n\t\t\t\t\t\t// Capture the context ID, setting it first if necessary\n\t\t\t\t\t\tif ( ( nid = context.getAttribute( \"id\" ) ) ) {\n\t\t\t\t\t\t\tnid = jQuery.escapeSelector( nid );\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcontext.setAttribute( \"id\", ( nid = expando ) );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Prefix every selector in the list\n\t\t\t\t\tgroups = tokenize( selector );\n\t\t\t\t\ti = groups.length;\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tgroups[ i ] = ( nid ? \"#\" + nid : \":scope\" ) + \" \" +\n\t\t\t\t\t\t\ttoSelector( groups[ i ] );\n\t\t\t\t\t}\n\t\t\t\t\tnewSelector = groups.join( \",\" );\n\t\t\t\t}\n\n\t\t\t\ttry {\n\t\t\t\t\tpush.apply( results,\n\t\t\t\t\t\tnewContext.querySelectorAll( newSelector )\n\t\t\t\t\t);\n\t\t\t\t\treturn results;\n\t\t\t\t} catch ( qsaError ) {\n\t\t\t\t\tnonnativeSelectorCache( selector, true );\n\t\t\t\t} finally {\n\t\t\t\t\tif ( nid === expando ) {\n\t\t\t\t\t\tcontext.removeAttribute( \"id\" );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// All others\n\treturn select( selector.replace( rtrimCSS, \"$1\" ), context, results, seed );\n}\n\n/**\n * Create key-value caches of limited size\n * @returns {function(string, object)} Returns the Object data after storing it on itself with\n *\tproperty name the (space-suffixed) string and (if the cache is larger than Expr.cacheLength)\n *\tdeleting the oldest entry\n */\nfunction createCache() {\n\tvar keys = [];\n\n\tfunction cache( key, value ) {\n\n\t\t// Use (key + \" \") to avoid collision with native prototype properties\n\t\t// (see https://github.com/jquery/sizzle/issues/157)\n\t\tif ( keys.push( key + \" \" ) > Expr.cacheLength ) {\n\n\t\t\t// Only keep the most recent entries\n\t\t\tdelete cache[ keys.shift() ];\n\t\t}\n\t\treturn ( cache[ key + \" \" ] = value );\n\t}\n\treturn cache;\n}\n\n/**\n * Mark a function for special use by jQuery selector module\n * @param {Function} fn The function to mark\n */\nfunction markFunction( fn ) {\n\tfn[ expando ] = true;\n\treturn fn;\n}\n\n/**\n * Support testing using an element\n * @param {Function} fn Passed the created element and returns a boolean result\n */\nfunction assert( fn ) {\n\tvar el = document.createElement( \"fieldset\" );\n\n\ttry {\n\t\treturn !!fn( el );\n\t} catch ( e ) {\n\t\treturn false;\n\t} finally {\n\n\t\t// Remove from its parent by default\n\t\tif ( el.parentNode ) {\n\t\t\tel.parentNode.removeChild( el );\n\t\t}\n\n\t\t// release memory in IE\n\t\tel = null;\n\t}\n}\n\n/**\n * Returns a function to use in pseudos for input types\n * @param {String} type\n */\nfunction createInputPseudo( type ) {\n\treturn function( elem ) {\n\t\treturn nodeName( elem, \"input\" ) && elem.type === type;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for buttons\n * @param {String} type\n */\nfunction createButtonPseudo( type ) {\n\treturn function( elem ) {\n\t\treturn ( nodeName( elem, \"input\" ) || nodeName( elem, \"button\" ) ) &&\n\t\t\telem.type === type;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for :enabled/:disabled\n * @param {Boolean} disabled true for :disabled; false for :enabled\n */\nfunction createDisabledPseudo( disabled ) {\n\n\t// Known :disabled false positives: fieldset[disabled] > legend:nth-of-type(n+2) :can-disable\n\treturn function( elem ) {\n\n\t\t// Only certain elements can match :enabled or :disabled\n\t\t// https://html.spec.whatwg.org/multipage/scripting.html#selector-enabled\n\t\t// https://html.spec.whatwg.org/multipage/scripting.html#selector-disabled\n\t\tif ( \"form\" in elem ) {\n\n\t\t\t// Check for inherited disabledness on relevant non-disabled elements:\n\t\t\t// * listed form-associated elements in a disabled fieldset\n\t\t\t// https://html.spec.whatwg.org/multipage/forms.html#category-listed\n\t\t\t// https://html.spec.whatwg.org/multipage/forms.html#concept-fe-disabled\n\t\t\t// * option elements in a disabled optgroup\n\t\t\t// https://html.spec.whatwg.org/multipage/forms.html#concept-option-disabled\n\t\t\t// All such elements have a \"form\" property.\n\t\t\tif ( elem.parentNode && elem.disabled === false ) {\n\n\t\t\t\t// Option elements defer to a parent optgroup if present\n\t\t\t\tif ( \"label\" in elem ) {\n\t\t\t\t\tif ( \"label\" in elem.parentNode ) {\n\t\t\t\t\t\treturn elem.parentNode.disabled === disabled;\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn elem.disabled === disabled;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Support: IE 6 - 11+\n\t\t\t\t// Use the isDisabled shortcut property to check for disabled fieldset ancestors\n\t\t\t\treturn elem.isDisabled === disabled ||\n\n\t\t\t\t\t// Where there is no isDisabled, check manually\n\t\t\t\t\telem.isDisabled !== !disabled &&\n\t\t\t\t\t\tinDisabledFieldset( elem ) === disabled;\n\t\t\t}\n\n\t\t\treturn elem.disabled === disabled;\n\n\t\t// Try to winnow out elements that can't be disabled before trusting the disabled property.\n\t\t// Some victims get caught in our net (label, legend, menu, track), but it shouldn't\n\t\t// even exist on them, let alone have a boolean value.\n\t\t} else if ( \"label\" in elem ) {\n\t\t\treturn elem.disabled === disabled;\n\t\t}\n\n\t\t// Remaining elements are neither :enabled nor :disabled\n\t\treturn false;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for positionals\n * @param {Function} fn\n */\nfunction createPositionalPseudo( fn ) {\n\treturn markFunction( function( argument ) {\n\t\targument = +argument;\n\t\treturn markFunction( function( seed, matches ) {\n\t\t\tvar j,\n\t\t\t\tmatchIndexes = fn( [], seed.length, argument ),\n\t\t\t\ti = matchIndexes.length;\n\n\t\t\t// Match elements found at the specified indexes\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( seed[ ( j = matchIndexes[ i ] ) ] ) {\n\t\t\t\t\tseed[ j ] = !( matches[ j ] = seed[ j ] );\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t} );\n}\n\n/**\n * Checks a node for validity as a jQuery selector context\n * @param {Element|Object=} context\n * @returns {Element|Object|Boolean} The input node if acceptable, otherwise a falsy value\n */\nfunction testContext( context ) {\n\treturn context && typeof context.getElementsByTagName !== \"undefined\" && context;\n}\n\n/**\n * Sets document-related variables once based on the current document\n * @param {Element|Object} [node] An element or document object to use to set the document\n * @returns {Object} Returns the current document\n */\nfunction setDocument( node ) {\n\tvar subWindow,\n\t\tdoc = node ? node.ownerDocument || node : preferredDoc;\n\n\t// Return early if doc is invalid or already selected\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( doc == document || doc.nodeType !== 9 || !doc.documentElement ) {\n\t\treturn document;\n\t}\n\n\t// Update global variables\n\tdocument = doc;\n\tdocumentElement = document.documentElement;\n\tdocumentIsHTML = !jQuery.isXMLDoc( document );\n\n\t// Support: iOS 7 only, IE 9 - 11+\n\t// Older browsers didn't support unprefixed `matches`.\n\tmatches = documentElement.matches ||\n\t\tdocumentElement.webkitMatchesSelector ||\n\t\tdocumentElement.msMatchesSelector;\n\n\t// Support: IE 9 - 11+, Edge 12 - 18+\n\t// Accessing iframe documents after unload throws \"permission denied\" errors\n\t// (see trac-13936).\n\t// Limit the fix to IE & Edge Legacy; despite Edge 15+ implementing `matches`,\n\t// all IE 9+ and Edge Legacy versions implement `msMatchesSelector` as well.\n\tif ( documentElement.msMatchesSelector &&\n\n\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t// two documents; shallow comparisons work.\n\t\t// eslint-disable-next-line eqeqeq\n\t\tpreferredDoc != document &&\n\t\t( subWindow = document.defaultView ) && subWindow.top !== subWindow ) {\n\n\t\t// Support: IE 9 - 11+, Edge 12 - 18+\n\t\tsubWindow.addEventListener( \"unload\", unloadHandler );\n\t}\n\n\t// Support: IE <10\n\t// Check if getElementById returns elements by name\n\t// The broken getElementById methods don't pick up programmatically-set names,\n\t// so use a roundabout getElementsByName test\n\tsupport.getById = assert( function( el ) {\n\t\tdocumentElement.appendChild( el ).id = jQuery.expando;\n\t\treturn !document.getElementsByName ||\n\t\t\t!document.getElementsByName( jQuery.expando ).length;\n\t} );\n\n\t// Support: IE 9 only\n\t// Check to see if it's possible to do matchesSelector\n\t// on a disconnected node.\n\tsupport.disconnectedMatch = assert( function( el ) {\n\t\treturn matches.call( el, \"*\" );\n\t} );\n\n\t// Support: IE 9 - 11+, Edge 12 - 18+\n\t// IE/Edge don't support the :scope pseudo-class.\n\tsupport.scope = assert( function() {\n\t\treturn document.querySelectorAll( \":scope\" );\n\t} );\n\n\t// Support: Chrome 105 - 111 only, Safari 15.4 - 16.3 only\n\t// Make sure the `:has()` argument is parsed unforgivingly.\n\t// We include `*` in the test to detect buggy implementations that are\n\t// _selectively_ forgiving (specifically when the list includes at least\n\t// one valid selector).\n\t// Note that we treat complete lack of support for `:has()` as if it were\n\t// spec-compliant support, which is fine because use of `:has()` in such\n\t// environments will fail in the qSA path and fall back to jQuery traversal\n\t// anyway.\n\tsupport.cssHas = assert( function() {\n\t\ttry {\n\t\t\tdocument.querySelector( \":has(*,:jqfake)\" );\n\t\t\treturn false;\n\t\t} catch ( e ) {\n\t\t\treturn true;\n\t\t}\n\t} );\n\n\t// ID filter and find\n\tif ( support.getById ) {\n\t\tExpr.filter.ID = function( id ) {\n\t\t\tvar attrId = id.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\treturn elem.getAttribute( \"id\" ) === attrId;\n\t\t\t};\n\t\t};\n\t\tExpr.find.ID = function( id, context ) {\n\t\t\tif ( typeof context.getElementById !== \"undefined\" && documentIsHTML ) {\n\t\t\t\tvar elem = context.getElementById( id );\n\t\t\t\treturn elem ? [ elem ] : [];\n\t\t\t}\n\t\t};\n\t} else {\n\t\tExpr.filter.ID = function( id ) {\n\t\t\tvar attrId = id.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\tvar node = typeof elem.getAttributeNode !== \"undefined\" &&\n\t\t\t\t\telem.getAttributeNode( \"id\" );\n\t\t\t\treturn node && node.value === attrId;\n\t\t\t};\n\t\t};\n\n\t\t// Support: IE 6 - 7 only\n\t\t// getElementById is not reliable as a find shortcut\n\t\tExpr.find.ID = function( id, context ) {\n\t\t\tif ( typeof context.getElementById !== \"undefined\" && documentIsHTML ) {\n\t\t\t\tvar node, i, elems,\n\t\t\t\t\telem = context.getElementById( id );\n\n\t\t\t\tif ( elem ) {\n\n\t\t\t\t\t// Verify the id attribute\n\t\t\t\t\tnode = elem.getAttributeNode( \"id\" );\n\t\t\t\t\tif ( node && node.value === id ) {\n\t\t\t\t\t\treturn [ elem ];\n\t\t\t\t\t}\n\n\t\t\t\t\t// Fall back on getElementsByName\n\t\t\t\t\telems = context.getElementsByName( id );\n\t\t\t\t\ti = 0;\n\t\t\t\t\twhile ( ( elem = elems[ i++ ] ) ) {\n\t\t\t\t\t\tnode = elem.getAttributeNode( \"id\" );\n\t\t\t\t\t\tif ( node && node.value === id ) {\n\t\t\t\t\t\t\treturn [ elem ];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [];\n\t\t\t}\n\t\t};\n\t}\n\n\t// Tag\n\tExpr.find.TAG = function( tag, context ) {\n\t\tif ( typeof context.getElementsByTagName !== \"undefined\" ) {\n\t\t\treturn context.getElementsByTagName( tag );\n\n\t\t// DocumentFragment nodes don't have gEBTN\n\t\t} else {\n\t\t\treturn context.querySelectorAll( tag );\n\t\t}\n\t};\n\n\t// Class\n\tExpr.find.CLASS = function( className, context ) {\n\t\tif ( typeof context.getElementsByClassName !== \"undefined\" && documentIsHTML ) {\n\t\t\treturn context.getElementsByClassName( className );\n\t\t}\n\t};\n\n\t/* QSA/matchesSelector\n\t---------------------------------------------------------------------- */\n\n\t// QSA and matchesSelector support\n\n\trbuggyQSA = [];\n\n\t// Build QSA regex\n\t// Regex strategy adopted from Diego Perini\n\tassert( function( el ) {\n\n\t\tvar input;\n\n\t\tdocumentElement.appendChild( el ).innerHTML =\n\t\t\t\"\" +\n\t\t\t\"\";\n\n\t\t// Support: iOS <=7 - 8 only\n\t\t// Boolean attributes and \"value\" are not treated correctly in some XML documents\n\t\tif ( !el.querySelectorAll( \"[selected]\" ).length ) {\n\t\t\trbuggyQSA.push( \"\\\\[\" + whitespace + \"*(?:value|\" + booleans + \")\" );\n\t\t}\n\n\t\t// Support: iOS <=7 - 8 only\n\t\tif ( !el.querySelectorAll( \"[id~=\" + expando + \"-]\" ).length ) {\n\t\t\trbuggyQSA.push( \"~=\" );\n\t\t}\n\n\t\t// Support: iOS 8 only\n\t\t// https://bugs.webkit.org/show_bug.cgi?id=136851\n\t\t// In-page `selector#id sibling-combinator selector` fails\n\t\tif ( !el.querySelectorAll( \"a#\" + expando + \"+*\" ).length ) {\n\t\t\trbuggyQSA.push( \".#.+[+~]\" );\n\t\t}\n\n\t\t// Support: Chrome <=105+, Firefox <=104+, Safari <=15.4+\n\t\t// In some of the document kinds, these selectors wouldn't work natively.\n\t\t// This is probably OK but for backwards compatibility we want to maintain\n\t\t// handling them through jQuery traversal in jQuery 3.x.\n\t\tif ( !el.querySelectorAll( \":checked\" ).length ) {\n\t\t\trbuggyQSA.push( \":checked\" );\n\t\t}\n\n\t\t// Support: Windows 8 Native Apps\n\t\t// The type and name attributes are restricted during .innerHTML assignment\n\t\tinput = document.createElement( \"input\" );\n\t\tinput.setAttribute( \"type\", \"hidden\" );\n\t\tel.appendChild( input ).setAttribute( \"name\", \"D\" );\n\n\t\t// Support: IE 9 - 11+\n\t\t// IE's :disabled selector does not pick up the children of disabled fieldsets\n\t\t// Support: Chrome <=105+, Firefox <=104+, Safari <=15.4+\n\t\t// In some of the document kinds, these selectors wouldn't work natively.\n\t\t// This is probably OK but for backwards compatibility we want to maintain\n\t\t// handling them through jQuery traversal in jQuery 3.x.\n\t\tdocumentElement.appendChild( el ).disabled = true;\n\t\tif ( el.querySelectorAll( \":disabled\" ).length !== 2 ) {\n\t\t\trbuggyQSA.push( \":enabled\", \":disabled\" );\n\t\t}\n\n\t\t// Support: IE 11+, Edge 15 - 18+\n\t\t// IE 11/Edge don't find elements on a `[name='']` query in some cases.\n\t\t// Adding a temporary attribute to the document before the selection works\n\t\t// around the issue.\n\t\t// Interestingly, IE 10 & older don't seem to have the issue.\n\t\tinput = document.createElement( \"input\" );\n\t\tinput.setAttribute( \"name\", \"\" );\n\t\tel.appendChild( input );\n\t\tif ( !el.querySelectorAll( \"[name='']\" ).length ) {\n\t\t\trbuggyQSA.push( \"\\\\[\" + whitespace + \"*name\" + whitespace + \"*=\" +\n\t\t\t\twhitespace + \"*(?:''|\\\"\\\")\" );\n\t\t}\n\t} );\n\n\tif ( !support.cssHas ) {\n\n\t\t// Support: Chrome 105 - 110+, Safari 15.4 - 16.3+\n\t\t// Our regular `try-catch` mechanism fails to detect natively-unsupported\n\t\t// pseudo-classes inside `:has()` (such as `:has(:contains(\"Foo\"))`)\n\t\t// in browsers that parse the `:has()` argument as a forgiving selector list.\n\t\t// https://drafts.csswg.org/selectors/#relational now requires the argument\n\t\t// to be parsed unforgivingly, but browsers have not yet fully adjusted.\n\t\trbuggyQSA.push( \":has\" );\n\t}\n\n\trbuggyQSA = rbuggyQSA.length && new RegExp( rbuggyQSA.join( \"|\" ) );\n\n\t/* Sorting\n\t---------------------------------------------------------------------- */\n\n\t// Document order sorting\n\tsortOrder = function( a, b ) {\n\n\t\t// Flag for duplicate removal\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t\treturn 0;\n\t\t}\n\n\t\t// Sort on method existence if only one input has compareDocumentPosition\n\t\tvar compare = !a.compareDocumentPosition - !b.compareDocumentPosition;\n\t\tif ( compare ) {\n\t\t\treturn compare;\n\t\t}\n\n\t\t// Calculate position if both inputs belong to the same document\n\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t// two documents; shallow comparisons work.\n\t\t// eslint-disable-next-line eqeqeq\n\t\tcompare = ( a.ownerDocument || a ) == ( b.ownerDocument || b ) ?\n\t\t\ta.compareDocumentPosition( b ) :\n\n\t\t\t// Otherwise we know they are disconnected\n\t\t\t1;\n\n\t\t// Disconnected nodes\n\t\tif ( compare & 1 ||\n\t\t\t( !support.sortDetached && b.compareDocumentPosition( a ) === compare ) ) {\n\n\t\t\t// Choose the first element that is related to our preferred document\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\tif ( a === document || a.ownerDocument == preferredDoc &&\n\t\t\t\tfind.contains( preferredDoc, a ) ) {\n\t\t\t\treturn -1;\n\t\t\t}\n\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\tif ( b === document || b.ownerDocument == preferredDoc &&\n\t\t\t\tfind.contains( preferredDoc, b ) ) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\t// Maintain original order\n\t\t\treturn sortInput ?\n\t\t\t\t( indexOf.call( sortInput, a ) - indexOf.call( sortInput, b ) ) :\n\t\t\t\t0;\n\t\t}\n\n\t\treturn compare & 4 ? -1 : 1;\n\t};\n\n\treturn document;\n}\n\nfind.matches = function( expr, elements ) {\n\treturn find( expr, null, null, elements );\n};\n\nfind.matchesSelector = function( elem, expr ) {\n\tsetDocument( elem );\n\n\tif ( documentIsHTML &&\n\t\t!nonnativeSelectorCache[ expr + \" \" ] &&\n\t\t( !rbuggyQSA || !rbuggyQSA.test( expr ) ) ) {\n\n\t\ttry {\n\t\t\tvar ret = matches.call( elem, expr );\n\n\t\t\t// IE 9's matchesSelector returns false on disconnected nodes\n\t\t\tif ( ret || support.disconnectedMatch ||\n\n\t\t\t\t\t// As well, disconnected nodes are said to be in a document\n\t\t\t\t\t// fragment in IE 9\n\t\t\t\t\telem.document && elem.document.nodeType !== 11 ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\t\t} catch ( e ) {\n\t\t\tnonnativeSelectorCache( expr, true );\n\t\t}\n\t}\n\n\treturn find( expr, document, null, [ elem ] ).length > 0;\n};\n\nfind.contains = function( context, elem ) {\n\n\t// Set document vars if needed\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( ( context.ownerDocument || context ) != document ) {\n\t\tsetDocument( context );\n\t}\n\treturn jQuery.contains( context, elem );\n};\n\n\nfind.attr = function( elem, name ) {\n\n\t// Set document vars if needed\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( ( elem.ownerDocument || elem ) != document ) {\n\t\tsetDocument( elem );\n\t}\n\n\tvar fn = Expr.attrHandle[ name.toLowerCase() ],\n\n\t\t// Don't get fooled by Object.prototype properties (see trac-13807)\n\t\tval = fn && hasOwn.call( Expr.attrHandle, name.toLowerCase() ) ?\n\t\t\tfn( elem, name, !documentIsHTML ) :\n\t\t\tundefined;\n\n\tif ( val !== undefined ) {\n\t\treturn val;\n\t}\n\n\treturn elem.getAttribute( name );\n};\n\nfind.error = function( msg ) {\n\tthrow new Error( \"Syntax error, unrecognized expression: \" + msg );\n};\n\n/**\n * Document sorting and removing duplicates\n * @param {ArrayLike} results\n */\njQuery.uniqueSort = function( results ) {\n\tvar elem,\n\t\tduplicates = [],\n\t\tj = 0,\n\t\ti = 0;\n\n\t// Unless we *know* we can detect duplicates, assume their presence\n\t//\n\t// Support: Android <=4.0+\n\t// Testing for detecting duplicates is unpredictable so instead assume we can't\n\t// depend on duplicate detection in all browsers without a stable sort.\n\thasDuplicate = !support.sortStable;\n\tsortInput = !support.sortStable && slice.call( results, 0 );\n\tsort.call( results, sortOrder );\n\n\tif ( hasDuplicate ) {\n\t\twhile ( ( elem = results[ i++ ] ) ) {\n\t\t\tif ( elem === results[ i ] ) {\n\t\t\t\tj = duplicates.push( i );\n\t\t\t}\n\t\t}\n\t\twhile ( j-- ) {\n\t\t\tsplice.call( results, duplicates[ j ], 1 );\n\t\t}\n\t}\n\n\t// Clear input after sorting to release objects\n\t// See https://github.com/jquery/sizzle/pull/225\n\tsortInput = null;\n\n\treturn results;\n};\n\njQuery.fn.uniqueSort = function() {\n\treturn this.pushStack( jQuery.uniqueSort( slice.apply( this ) ) );\n};\n\nExpr = jQuery.expr = {\n\n\t// Can be adjusted by the user\n\tcacheLength: 50,\n\n\tcreatePseudo: markFunction,\n\n\tmatch: matchExpr,\n\n\tattrHandle: {},\n\n\tfind: {},\n\n\trelative: {\n\t\t\">\": { dir: \"parentNode\", first: true },\n\t\t\" \": { dir: \"parentNode\" },\n\t\t\"+\": { dir: \"previousSibling\", first: true },\n\t\t\"~\": { dir: \"previousSibling\" }\n\t},\n\n\tpreFilter: {\n\t\tATTR: function( match ) {\n\t\t\tmatch[ 1 ] = match[ 1 ].replace( runescape, funescape );\n\n\t\t\t// Move the given value to match[3] whether quoted or unquoted\n\t\t\tmatch[ 3 ] = ( match[ 3 ] || match[ 4 ] || match[ 5 ] || \"\" )\n\t\t\t\t.replace( runescape, funescape );\n\n\t\t\tif ( match[ 2 ] === \"~=\" ) {\n\t\t\t\tmatch[ 3 ] = \" \" + match[ 3 ] + \" \";\n\t\t\t}\n\n\t\t\treturn match.slice( 0, 4 );\n\t\t},\n\n\t\tCHILD: function( match ) {\n\n\t\t\t/* matches from matchExpr[\"CHILD\"]\n\t\t\t\t1 type (only|nth|...)\n\t\t\t\t2 what (child|of-type)\n\t\t\t\t3 argument (even|odd|\\d*|\\d*n([+-]\\d+)?|...)\n\t\t\t\t4 xn-component of xn+y argument ([+-]?\\d*n|)\n\t\t\t\t5 sign of xn-component\n\t\t\t\t6 x of xn-component\n\t\t\t\t7 sign of y-component\n\t\t\t\t8 y of y-component\n\t\t\t*/\n\t\t\tmatch[ 1 ] = match[ 1 ].toLowerCase();\n\n\t\t\tif ( match[ 1 ].slice( 0, 3 ) === \"nth\" ) {\n\n\t\t\t\t// nth-* requires argument\n\t\t\t\tif ( !match[ 3 ] ) {\n\t\t\t\t\tfind.error( match[ 0 ] );\n\t\t\t\t}\n\n\t\t\t\t// numeric x and y parameters for Expr.filter.CHILD\n\t\t\t\t// remember that false/true cast respectively to 0/1\n\t\t\t\tmatch[ 4 ] = +( match[ 4 ] ?\n\t\t\t\t\tmatch[ 5 ] + ( match[ 6 ] || 1 ) :\n\t\t\t\t\t2 * ( match[ 3 ] === \"even\" || match[ 3 ] === \"odd\" )\n\t\t\t\t);\n\t\t\t\tmatch[ 5 ] = +( ( match[ 7 ] + match[ 8 ] ) || match[ 3 ] === \"odd\" );\n\n\t\t\t// other types prohibit arguments\n\t\t\t} else if ( match[ 3 ] ) {\n\t\t\t\tfind.error( match[ 0 ] );\n\t\t\t}\n\n\t\t\treturn match;\n\t\t},\n\n\t\tPSEUDO: function( match ) {\n\t\t\tvar excess,\n\t\t\t\tunquoted = !match[ 6 ] && match[ 2 ];\n\n\t\t\tif ( matchExpr.CHILD.test( match[ 0 ] ) ) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\t// Accept quoted arguments as-is\n\t\t\tif ( match[ 3 ] ) {\n\t\t\t\tmatch[ 2 ] = match[ 4 ] || match[ 5 ] || \"\";\n\n\t\t\t// Strip excess characters from unquoted arguments\n\t\t\t} else if ( unquoted && rpseudo.test( unquoted ) &&\n\n\t\t\t\t// Get excess from tokenize (recursively)\n\t\t\t\t( excess = tokenize( unquoted, true ) ) &&\n\n\t\t\t\t// advance to the next closing parenthesis\n\t\t\t\t( excess = unquoted.indexOf( \")\", unquoted.length - excess ) - unquoted.length ) ) {\n\n\t\t\t\t// excess is a negative index\n\t\t\t\tmatch[ 0 ] = match[ 0 ].slice( 0, excess );\n\t\t\t\tmatch[ 2 ] = unquoted.slice( 0, excess );\n\t\t\t}\n\n\t\t\t// Return only captures needed by the pseudo filter method (type and argument)\n\t\t\treturn match.slice( 0, 3 );\n\t\t}\n\t},\n\n\tfilter: {\n\n\t\tTAG: function( nodeNameSelector ) {\n\t\t\tvar expectedNodeName = nodeNameSelector.replace( runescape, funescape ).toLowerCase();\n\t\t\treturn nodeNameSelector === \"*\" ?\n\t\t\t\tfunction() {\n\t\t\t\t\treturn true;\n\t\t\t\t} :\n\t\t\t\tfunction( elem ) {\n\t\t\t\t\treturn nodeName( elem, expectedNodeName );\n\t\t\t\t};\n\t\t},\n\n\t\tCLASS: function( className ) {\n\t\t\tvar pattern = classCache[ className + \" \" ];\n\n\t\t\treturn pattern ||\n\t\t\t\t( pattern = new RegExp( \"(^|\" + whitespace + \")\" + className +\n\t\t\t\t\t\"(\" + whitespace + \"|$)\" ) ) &&\n\t\t\t\tclassCache( className, function( elem ) {\n\t\t\t\t\treturn pattern.test(\n\t\t\t\t\t\ttypeof elem.className === \"string\" && elem.className ||\n\t\t\t\t\t\t\ttypeof elem.getAttribute !== \"undefined\" &&\n\t\t\t\t\t\t\t\telem.getAttribute( \"class\" ) ||\n\t\t\t\t\t\t\t\"\"\n\t\t\t\t\t);\n\t\t\t\t} );\n\t\t},\n\n\t\tATTR: function( name, operator, check ) {\n\t\t\treturn function( elem ) {\n\t\t\t\tvar result = find.attr( elem, name );\n\n\t\t\t\tif ( result == null ) {\n\t\t\t\t\treturn operator === \"!=\";\n\t\t\t\t}\n\t\t\t\tif ( !operator ) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t\tresult += \"\";\n\n\t\t\t\tif ( operator === \"=\" ) {\n\t\t\t\t\treturn result === check;\n\t\t\t\t}\n\t\t\t\tif ( operator === \"!=\" ) {\n\t\t\t\t\treturn result !== check;\n\t\t\t\t}\n\t\t\t\tif ( operator === \"^=\" ) {\n\t\t\t\t\treturn check && result.indexOf( check ) === 0;\n\t\t\t\t}\n\t\t\t\tif ( operator === \"*=\" ) {\n\t\t\t\t\treturn check && result.indexOf( check ) > -1;\n\t\t\t\t}\n\t\t\t\tif ( operator === \"$=\" ) {\n\t\t\t\t\treturn check && result.slice( -check.length ) === check;\n\t\t\t\t}\n\t\t\t\tif ( operator === \"~=\" ) {\n\t\t\t\t\treturn ( \" \" + result.replace( rwhitespace, \" \" ) + \" \" )\n\t\t\t\t\t\t.indexOf( check ) > -1;\n\t\t\t\t}\n\t\t\t\tif ( operator === \"|=\" ) {\n\t\t\t\t\treturn result === check || result.slice( 0, check.length + 1 ) === check + \"-\";\n\t\t\t\t}\n\n\t\t\t\treturn false;\n\t\t\t};\n\t\t},\n\n\t\tCHILD: function( type, what, _argument, first, last ) {\n\t\t\tvar simple = type.slice( 0, 3 ) !== \"nth\",\n\t\t\t\tforward = type.slice( -4 ) !== \"last\",\n\t\t\t\tofType = what === \"of-type\";\n\n\t\t\treturn first === 1 && last === 0 ?\n\n\t\t\t\t// Shortcut for :nth-*(n)\n\t\t\t\tfunction( elem ) {\n\t\t\t\t\treturn !!elem.parentNode;\n\t\t\t\t} :\n\n\t\t\t\tfunction( elem, _context, xml ) {\n\t\t\t\t\tvar cache, outerCache, node, nodeIndex, start,\n\t\t\t\t\t\tdir = simple !== forward ? \"nextSibling\" : \"previousSibling\",\n\t\t\t\t\t\tparent = elem.parentNode,\n\t\t\t\t\t\tname = ofType && elem.nodeName.toLowerCase(),\n\t\t\t\t\t\tuseCache = !xml && !ofType,\n\t\t\t\t\t\tdiff = false;\n\n\t\t\t\t\tif ( parent ) {\n\n\t\t\t\t\t\t// :(first|last|only)-(child|of-type)\n\t\t\t\t\t\tif ( simple ) {\n\t\t\t\t\t\t\twhile ( dir ) {\n\t\t\t\t\t\t\t\tnode = elem;\n\t\t\t\t\t\t\t\twhile ( ( node = node[ dir ] ) ) {\n\t\t\t\t\t\t\t\t\tif ( ofType ?\n\t\t\t\t\t\t\t\t\t\tnodeName( node, name ) :\n\t\t\t\t\t\t\t\t\t\tnode.nodeType === 1 ) {\n\n\t\t\t\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t// Reverse direction for :only-* (if we haven't yet done so)\n\t\t\t\t\t\t\t\tstart = dir = type === \"only\" && !start && \"nextSibling\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstart = [ forward ? parent.firstChild : parent.lastChild ];\n\n\t\t\t\t\t\t// non-xml :nth-child(...) stores cache data on `parent`\n\t\t\t\t\t\tif ( forward && useCache ) {\n\n\t\t\t\t\t\t\t// Seek `elem` from a previously-cached index\n\t\t\t\t\t\t\touterCache = parent[ expando ] || ( parent[ expando ] = {} );\n\t\t\t\t\t\t\tcache = outerCache[ type ] || [];\n\t\t\t\t\t\t\tnodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];\n\t\t\t\t\t\t\tdiff = nodeIndex && cache[ 2 ];\n\t\t\t\t\t\t\tnode = nodeIndex && parent.childNodes[ nodeIndex ];\n\n\t\t\t\t\t\t\twhile ( ( node = ++nodeIndex && node && node[ dir ] ||\n\n\t\t\t\t\t\t\t\t// Fallback to seeking `elem` from the start\n\t\t\t\t\t\t\t\t( diff = nodeIndex = 0 ) || start.pop() ) ) {\n\n\t\t\t\t\t\t\t\t// When found, cache indexes on `parent` and break\n\t\t\t\t\t\t\t\tif ( node.nodeType === 1 && ++diff && node === elem ) {\n\t\t\t\t\t\t\t\t\touterCache[ type ] = [ dirruns, nodeIndex, diff ];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Use previously-cached element index if available\n\t\t\t\t\t\t\tif ( useCache ) {\n\t\t\t\t\t\t\t\touterCache = elem[ expando ] || ( elem[ expando ] = {} );\n\t\t\t\t\t\t\t\tcache = outerCache[ type ] || [];\n\t\t\t\t\t\t\t\tnodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];\n\t\t\t\t\t\t\t\tdiff = nodeIndex;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t// xml :nth-child(...)\n\t\t\t\t\t\t\t// or :nth-last-child(...) or :nth(-last)?-of-type(...)\n\t\t\t\t\t\t\tif ( diff === false ) {\n\n\t\t\t\t\t\t\t\t// Use the same loop as above to seek `elem` from the start\n\t\t\t\t\t\t\t\twhile ( ( node = ++nodeIndex && node && node[ dir ] ||\n\t\t\t\t\t\t\t\t\t( diff = nodeIndex = 0 ) || start.pop() ) ) {\n\n\t\t\t\t\t\t\t\t\tif ( ( ofType ?\n\t\t\t\t\t\t\t\t\t\tnodeName( node, name ) :\n\t\t\t\t\t\t\t\t\t\tnode.nodeType === 1 ) &&\n\t\t\t\t\t\t\t\t\t\t++diff ) {\n\n\t\t\t\t\t\t\t\t\t\t// Cache the index of each encountered element\n\t\t\t\t\t\t\t\t\t\tif ( useCache ) {\n\t\t\t\t\t\t\t\t\t\t\touterCache = node[ expando ] ||\n\t\t\t\t\t\t\t\t\t\t\t\t( node[ expando ] = {} );\n\t\t\t\t\t\t\t\t\t\t\touterCache[ type ] = [ dirruns, diff ];\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tif ( node === elem ) {\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Incorporate the offset, then check against cycle size\n\t\t\t\t\t\tdiff -= last;\n\t\t\t\t\t\treturn diff === first || ( diff % first === 0 && diff / first >= 0 );\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t},\n\n\t\tPSEUDO: function( pseudo, argument ) {\n\n\t\t\t// pseudo-class names are case-insensitive\n\t\t\t// https://www.w3.org/TR/selectors/#pseudo-classes\n\t\t\t// Prioritize by case sensitivity in case custom pseudos are added with uppercase letters\n\t\t\t// Remember that setFilters inherits from pseudos\n\t\t\tvar args,\n\t\t\t\tfn = Expr.pseudos[ pseudo ] || Expr.setFilters[ pseudo.toLowerCase() ] ||\n\t\t\t\t\tfind.error( \"unsupported pseudo: \" + pseudo );\n\n\t\t\t// The user may use createPseudo to indicate that\n\t\t\t// arguments are needed to create the filter function\n\t\t\t// just as jQuery does\n\t\t\tif ( fn[ expando ] ) {\n\t\t\t\treturn fn( argument );\n\t\t\t}\n\n\t\t\t// But maintain support for old signatures\n\t\t\tif ( fn.length > 1 ) {\n\t\t\t\targs = [ pseudo, pseudo, \"\", argument ];\n\t\t\t\treturn Expr.setFilters.hasOwnProperty( pseudo.toLowerCase() ) ?\n\t\t\t\t\tmarkFunction( function( seed, matches ) {\n\t\t\t\t\t\tvar idx,\n\t\t\t\t\t\t\tmatched = fn( seed, argument ),\n\t\t\t\t\t\t\ti = matched.length;\n\t\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\t\tidx = indexOf.call( seed, matched[ i ] );\n\t\t\t\t\t\t\tseed[ idx ] = !( matches[ idx ] = matched[ i ] );\n\t\t\t\t\t\t}\n\t\t\t\t\t} ) :\n\t\t\t\t\tfunction( elem ) {\n\t\t\t\t\t\treturn fn( elem, 0, args );\n\t\t\t\t\t};\n\t\t\t}\n\n\t\t\treturn fn;\n\t\t}\n\t},\n\n\tpseudos: {\n\n\t\t// Potentially complex pseudos\n\t\tnot: markFunction( function( selector ) {\n\n\t\t\t// Trim the selector passed to compile\n\t\t\t// to avoid treating leading and trailing\n\t\t\t// spaces as combinators\n\t\t\tvar input = [],\n\t\t\t\tresults = [],\n\t\t\t\tmatcher = compile( selector.replace( rtrimCSS, \"$1\" ) );\n\n\t\t\treturn matcher[ expando ] ?\n\t\t\t\tmarkFunction( function( seed, matches, _context, xml ) {\n\t\t\t\t\tvar elem,\n\t\t\t\t\t\tunmatched = matcher( seed, null, xml, [] ),\n\t\t\t\t\t\ti = seed.length;\n\n\t\t\t\t\t// Match elements unmatched by `matcher`\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tif ( ( elem = unmatched[ i ] ) ) {\n\t\t\t\t\t\t\tseed[ i ] = !( matches[ i ] = elem );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} ) :\n\t\t\t\tfunction( elem, _context, xml ) {\n\t\t\t\t\tinput[ 0 ] = elem;\n\t\t\t\t\tmatcher( input, null, xml, results );\n\n\t\t\t\t\t// Don't keep the element\n\t\t\t\t\t// (see https://github.com/jquery/sizzle/issues/299)\n\t\t\t\t\tinput[ 0 ] = null;\n\t\t\t\t\treturn !results.pop();\n\t\t\t\t};\n\t\t} ),\n\n\t\thas: markFunction( function( selector ) {\n\t\t\treturn function( elem ) {\n\t\t\t\treturn find( selector, elem ).length > 0;\n\t\t\t};\n\t\t} ),\n\n\t\tcontains: markFunction( function( text ) {\n\t\t\ttext = text.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\treturn ( elem.textContent || jQuery.text( elem ) ).indexOf( text ) > -1;\n\t\t\t};\n\t\t} ),\n\n\t\t// \"Whether an element is represented by a :lang() selector\n\t\t// is based solely on the element's language value\n\t\t// being equal to the identifier C,\n\t\t// or beginning with the identifier C immediately followed by \"-\".\n\t\t// The matching of C against the element's language value is performed case-insensitively.\n\t\t// The identifier C does not have to be a valid language name.\"\n\t\t// https://www.w3.org/TR/selectors/#lang-pseudo\n\t\tlang: markFunction( function( lang ) {\n\n\t\t\t// lang value must be a valid identifier\n\t\t\tif ( !ridentifier.test( lang || \"\" ) ) {\n\t\t\t\tfind.error( \"unsupported lang: \" + lang );\n\t\t\t}\n\t\t\tlang = lang.replace( runescape, funescape ).toLowerCase();\n\t\t\treturn function( elem ) {\n\t\t\t\tvar elemLang;\n\t\t\t\tdo {\n\t\t\t\t\tif ( ( elemLang = documentIsHTML ?\n\t\t\t\t\t\telem.lang :\n\t\t\t\t\t\telem.getAttribute( \"xml:lang\" ) || elem.getAttribute( \"lang\" ) ) ) {\n\n\t\t\t\t\t\telemLang = elemLang.toLowerCase();\n\t\t\t\t\t\treturn elemLang === lang || elemLang.indexOf( lang + \"-\" ) === 0;\n\t\t\t\t\t}\n\t\t\t\t} while ( ( elem = elem.parentNode ) && elem.nodeType === 1 );\n\t\t\t\treturn false;\n\t\t\t};\n\t\t} ),\n\n\t\t// Miscellaneous\n\t\ttarget: function( elem ) {\n\t\t\tvar hash = window.location && window.location.hash;\n\t\t\treturn hash && hash.slice( 1 ) === elem.id;\n\t\t},\n\n\t\troot: function( elem ) {\n\t\t\treturn elem === documentElement;\n\t\t},\n\n\t\tfocus: function( elem ) {\n\t\t\treturn elem === safeActiveElement() &&\n\t\t\t\tdocument.hasFocus() &&\n\t\t\t\t!!( elem.type || elem.href || ~elem.tabIndex );\n\t\t},\n\n\t\t// Boolean properties\n\t\tenabled: createDisabledPseudo( false ),\n\t\tdisabled: createDisabledPseudo( true ),\n\n\t\tchecked: function( elem ) {\n\n\t\t\t// In CSS3, :checked should return both checked and selected elements\n\t\t\t// https://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked\n\t\t\treturn ( nodeName( elem, \"input\" ) && !!elem.checked ) ||\n\t\t\t\t( nodeName( elem, \"option\" ) && !!elem.selected );\n\t\t},\n\n\t\tselected: function( elem ) {\n\n\t\t\t// Support: IE <=11+\n\t\t\t// Accessing the selectedIndex property\n\t\t\t// forces the browser to treat the default option as\n\t\t\t// selected when in an optgroup.\n\t\t\tif ( elem.parentNode ) {\n\t\t\t\t// eslint-disable-next-line no-unused-expressions\n\t\t\t\telem.parentNode.selectedIndex;\n\t\t\t}\n\n\t\t\treturn elem.selected === true;\n\t\t},\n\n\t\t// Contents\n\t\tempty: function( elem ) {\n\n\t\t\t// https://www.w3.org/TR/selectors/#empty-pseudo\n\t\t\t// :empty is negated by element (1) or content nodes (text: 3; cdata: 4; entity ref: 5),\n\t\t\t// but not by others (comment: 8; processing instruction: 7; etc.)\n\t\t\t// nodeType < 6 works because attributes (2) do not appear as children\n\t\t\tfor ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {\n\t\t\t\tif ( elem.nodeType < 6 ) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t},\n\n\t\tparent: function( elem ) {\n\t\t\treturn !Expr.pseudos.empty( elem );\n\t\t},\n\n\t\t// Element/input types\n\t\theader: function( elem ) {\n\t\t\treturn rheader.test( elem.nodeName );\n\t\t},\n\n\t\tinput: function( elem ) {\n\t\t\treturn rinputs.test( elem.nodeName );\n\t\t},\n\n\t\tbutton: function( elem ) {\n\t\t\treturn nodeName( elem, \"input\" ) && elem.type === \"button\" ||\n\t\t\t\tnodeName( elem, \"button\" );\n\t\t},\n\n\t\ttext: function( elem ) {\n\t\t\tvar attr;\n\t\t\treturn nodeName( elem, \"input\" ) && elem.type === \"text\" &&\n\n\t\t\t\t// Support: IE <10 only\n\t\t\t\t// New HTML5 attribute values (e.g., \"search\") appear\n\t\t\t\t// with elem.type === \"text\"\n\t\t\t\t( ( attr = elem.getAttribute( \"type\" ) ) == null ||\n\t\t\t\t\tattr.toLowerCase() === \"text\" );\n\t\t},\n\n\t\t// Position-in-collection\n\t\tfirst: createPositionalPseudo( function() {\n\t\t\treturn [ 0 ];\n\t\t} ),\n\n\t\tlast: createPositionalPseudo( function( _matchIndexes, length ) {\n\t\t\treturn [ length - 1 ];\n\t\t} ),\n\n\t\teq: createPositionalPseudo( function( _matchIndexes, length, argument ) {\n\t\t\treturn [ argument < 0 ? argument + length : argument ];\n\t\t} ),\n\n\t\teven: createPositionalPseudo( function( matchIndexes, length ) {\n\t\t\tvar i = 0;\n\t\t\tfor ( ; i < length; i += 2 ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} ),\n\n\t\todd: createPositionalPseudo( function( matchIndexes, length ) {\n\t\t\tvar i = 1;\n\t\t\tfor ( ; i < length; i += 2 ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} ),\n\n\t\tlt: createPositionalPseudo( function( matchIndexes, length, argument ) {\n\t\t\tvar i;\n\n\t\t\tif ( argument < 0 ) {\n\t\t\t\ti = argument + length;\n\t\t\t} else if ( argument > length ) {\n\t\t\t\ti = length;\n\t\t\t} else {\n\t\t\t\ti = argument;\n\t\t\t}\n\n\t\t\tfor ( ; --i >= 0; ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} ),\n\n\t\tgt: createPositionalPseudo( function( matchIndexes, length, argument ) {\n\t\t\tvar i = argument < 0 ? argument + length : argument;\n\t\t\tfor ( ; ++i < length; ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} )\n\t}\n};\n\nExpr.pseudos.nth = Expr.pseudos.eq;\n\n// Add button/input type pseudos\nfor ( i in { radio: true, checkbox: true, file: true, password: true, image: true } ) {\n\tExpr.pseudos[ i ] = createInputPseudo( i );\n}\nfor ( i in { submit: true, reset: true } ) {\n\tExpr.pseudos[ i ] = createButtonPseudo( i );\n}\n\n// Easy API for creating new setFilters\nfunction setFilters() {}\nsetFilters.prototype = Expr.filters = Expr.pseudos;\nExpr.setFilters = new setFilters();\n\nfunction tokenize( selector, parseOnly ) {\n\tvar matched, match, tokens, type,\n\t\tsoFar, groups, preFilters,\n\t\tcached = tokenCache[ selector + \" \" ];\n\n\tif ( cached ) {\n\t\treturn parseOnly ? 0 : cached.slice( 0 );\n\t}\n\n\tsoFar = selector;\n\tgroups = [];\n\tpreFilters = Expr.preFilter;\n\n\twhile ( soFar ) {\n\n\t\t// Comma and first run\n\t\tif ( !matched || ( match = rcomma.exec( soFar ) ) ) {\n\t\t\tif ( match ) {\n\n\t\t\t\t// Don't consume trailing commas as valid\n\t\t\t\tsoFar = soFar.slice( match[ 0 ].length ) || soFar;\n\t\t\t}\n\t\t\tgroups.push( ( tokens = [] ) );\n\t\t}\n\n\t\tmatched = false;\n\n\t\t// Combinators\n\t\tif ( ( match = rleadingCombinator.exec( soFar ) ) ) {\n\t\t\tmatched = match.shift();\n\t\t\ttokens.push( {\n\t\t\t\tvalue: matched,\n\n\t\t\t\t// Cast descendant combinators to space\n\t\t\t\ttype: match[ 0 ].replace( rtrimCSS, \" \" )\n\t\t\t} );\n\t\t\tsoFar = soFar.slice( matched.length );\n\t\t}\n\n\t\t// Filters\n\t\tfor ( type in Expr.filter ) {\n\t\t\tif ( ( match = matchExpr[ type ].exec( soFar ) ) && ( !preFilters[ type ] ||\n\t\t\t\t( match = preFilters[ type ]( match ) ) ) ) {\n\t\t\t\tmatched = match.shift();\n\t\t\t\ttokens.push( {\n\t\t\t\t\tvalue: matched,\n\t\t\t\t\ttype: type,\n\t\t\t\t\tmatches: match\n\t\t\t\t} );\n\t\t\t\tsoFar = soFar.slice( matched.length );\n\t\t\t}\n\t\t}\n\n\t\tif ( !matched ) {\n\t\t\tbreak;\n\t\t}\n\t}\n\n\t// Return the length of the invalid excess\n\t// if we're just parsing\n\t// Otherwise, throw an error or return tokens\n\tif ( parseOnly ) {\n\t\treturn soFar.length;\n\t}\n\n\treturn soFar ?\n\t\tfind.error( selector ) :\n\n\t\t// Cache the tokens\n\t\ttokenCache( selector, groups ).slice( 0 );\n}\n\nfunction toSelector( tokens ) {\n\tvar i = 0,\n\t\tlen = tokens.length,\n\t\tselector = \"\";\n\tfor ( ; i < len; i++ ) {\n\t\tselector += tokens[ i ].value;\n\t}\n\treturn selector;\n}\n\nfunction addCombinator( matcher, combinator, base ) {\n\tvar dir = combinator.dir,\n\t\tskip = combinator.next,\n\t\tkey = skip || dir,\n\t\tcheckNonElements = base && key === \"parentNode\",\n\t\tdoneName = done++;\n\n\treturn combinator.first ?\n\n\t\t// Check against closest ancestor/preceding element\n\t\tfunction( elem, context, xml ) {\n\t\t\twhile ( ( elem = elem[ dir ] ) ) {\n\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\treturn matcher( elem, context, xml );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t} :\n\n\t\t// Check against all ancestor/preceding elements\n\t\tfunction( elem, context, xml ) {\n\t\t\tvar oldCache, outerCache,\n\t\t\t\tnewCache = [ dirruns, doneName ];\n\n\t\t\t// We can't set arbitrary data on XML nodes, so they don't benefit from combinator caching\n\t\t\tif ( xml ) {\n\t\t\t\twhile ( ( elem = elem[ dir ] ) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\t\tif ( matcher( elem, context, xml ) ) {\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\twhile ( ( elem = elem[ dir ] ) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\t\touterCache = elem[ expando ] || ( elem[ expando ] = {} );\n\n\t\t\t\t\t\tif ( skip && nodeName( elem, skip ) ) {\n\t\t\t\t\t\t\telem = elem[ dir ] || elem;\n\t\t\t\t\t\t} else if ( ( oldCache = outerCache[ key ] ) &&\n\t\t\t\t\t\t\toldCache[ 0 ] === dirruns && oldCache[ 1 ] === doneName ) {\n\n\t\t\t\t\t\t\t// Assign to newCache so results back-propagate to previous elements\n\t\t\t\t\t\t\treturn ( newCache[ 2 ] = oldCache[ 2 ] );\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Reuse newcache so results back-propagate to previous elements\n\t\t\t\t\t\t\touterCache[ key ] = newCache;\n\n\t\t\t\t\t\t\t// A match means we're done; a fail means we have to keep checking\n\t\t\t\t\t\t\tif ( ( newCache[ 2 ] = matcher( elem, context, xml ) ) ) {\n\t\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n}\n\nfunction elementMatcher( matchers ) {\n\treturn matchers.length > 1 ?\n\t\tfunction( elem, context, xml ) {\n\t\t\tvar i = matchers.length;\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( !matchers[ i ]( elem, context, xml ) ) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t} :\n\t\tmatchers[ 0 ];\n}\n\nfunction multipleContexts( selector, contexts, results ) {\n\tvar i = 0,\n\t\tlen = contexts.length;\n\tfor ( ; i < len; i++ ) {\n\t\tfind( selector, contexts[ i ], results );\n\t}\n\treturn results;\n}\n\nfunction condense( unmatched, map, filter, context, xml ) {\n\tvar elem,\n\t\tnewUnmatched = [],\n\t\ti = 0,\n\t\tlen = unmatched.length,\n\t\tmapped = map != null;\n\n\tfor ( ; i < len; i++ ) {\n\t\tif ( ( elem = unmatched[ i ] ) ) {\n\t\t\tif ( !filter || filter( elem, context, xml ) ) {\n\t\t\t\tnewUnmatched.push( elem );\n\t\t\t\tif ( mapped ) {\n\t\t\t\t\tmap.push( i );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn newUnmatched;\n}\n\nfunction setMatcher( preFilter, selector, matcher, postFilter, postFinder, postSelector ) {\n\tif ( postFilter && !postFilter[ expando ] ) {\n\t\tpostFilter = setMatcher( postFilter );\n\t}\n\tif ( postFinder && !postFinder[ expando ] ) {\n\t\tpostFinder = setMatcher( postFinder, postSelector );\n\t}\n\treturn markFunction( function( seed, results, context, xml ) {\n\t\tvar temp, i, elem, matcherOut,\n\t\t\tpreMap = [],\n\t\t\tpostMap = [],\n\t\t\tpreexisting = results.length,\n\n\t\t\t// Get initial elements from seed or context\n\t\t\telems = seed ||\n\t\t\t\tmultipleContexts( selector || \"*\",\n\t\t\t\t\tcontext.nodeType ? [ context ] : context, [] ),\n\n\t\t\t// Prefilter to get matcher input, preserving a map for seed-results synchronization\n\t\t\tmatcherIn = preFilter && ( seed || !selector ) ?\n\t\t\t\tcondense( elems, preMap, preFilter, context, xml ) :\n\t\t\t\telems;\n\n\t\tif ( matcher ) {\n\n\t\t\t// If we have a postFinder, or filtered seed, or non-seed postFilter\n\t\t\t// or preexisting results,\n\t\t\tmatcherOut = postFinder || ( seed ? preFilter : preexisting || postFilter ) ?\n\n\t\t\t\t// ...intermediate processing is necessary\n\t\t\t\t[] :\n\n\t\t\t\t// ...otherwise use results directly\n\t\t\t\tresults;\n\n\t\t\t// Find primary matches\n\t\t\tmatcher( matcherIn, matcherOut, context, xml );\n\t\t} else {\n\t\t\tmatcherOut = matcherIn;\n\t\t}\n\n\t\t// Apply postFilter\n\t\tif ( postFilter ) {\n\t\t\ttemp = condense( matcherOut, postMap );\n\t\t\tpostFilter( temp, [], context, xml );\n\n\t\t\t// Un-match failing elements by moving them back to matcherIn\n\t\t\ti = temp.length;\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( ( elem = temp[ i ] ) ) {\n\t\t\t\t\tmatcherOut[ postMap[ i ] ] = !( matcherIn[ postMap[ i ] ] = elem );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif ( seed ) {\n\t\t\tif ( postFinder || preFilter ) {\n\t\t\t\tif ( postFinder ) {\n\n\t\t\t\t\t// Get the final matcherOut by condensing this intermediate into postFinder contexts\n\t\t\t\t\ttemp = [];\n\t\t\t\t\ti = matcherOut.length;\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tif ( ( elem = matcherOut[ i ] ) ) {\n\n\t\t\t\t\t\t\t// Restore matcherIn since elem is not yet a final match\n\t\t\t\t\t\t\ttemp.push( ( matcherIn[ i ] = elem ) );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpostFinder( null, ( matcherOut = [] ), temp, xml );\n\t\t\t\t}\n\n\t\t\t\t// Move matched elements from seed to results to keep them synchronized\n\t\t\t\ti = matcherOut.length;\n\t\t\t\twhile ( i-- ) {\n\t\t\t\t\tif ( ( elem = matcherOut[ i ] ) &&\n\t\t\t\t\t\t( temp = postFinder ? indexOf.call( seed, elem ) : preMap[ i ] ) > -1 ) {\n\n\t\t\t\t\t\tseed[ temp ] = !( results[ temp ] = elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Add elements to results, through postFinder if defined\n\t\t} else {\n\t\t\tmatcherOut = condense(\n\t\t\t\tmatcherOut === results ?\n\t\t\t\t\tmatcherOut.splice( preexisting, matcherOut.length ) :\n\t\t\t\t\tmatcherOut\n\t\t\t);\n\t\t\tif ( postFinder ) {\n\t\t\t\tpostFinder( null, results, matcherOut, xml );\n\t\t\t} else {\n\t\t\t\tpush.apply( results, matcherOut );\n\t\t\t}\n\t\t}\n\t} );\n}\n\nfunction matcherFromTokens( tokens ) {\n\tvar checkContext, matcher, j,\n\t\tlen = tokens.length,\n\t\tleadingRelative = Expr.relative[ tokens[ 0 ].type ],\n\t\timplicitRelative = leadingRelative || Expr.relative[ \" \" ],\n\t\ti = leadingRelative ? 1 : 0,\n\n\t\t// The foundational matcher ensures that elements are reachable from top-level context(s)\n\t\tmatchContext = addCombinator( function( elem ) {\n\t\t\treturn elem === checkContext;\n\t\t}, implicitRelative, true ),\n\t\tmatchAnyContext = addCombinator( function( elem ) {\n\t\t\treturn indexOf.call( checkContext, elem ) > -1;\n\t\t}, implicitRelative, true ),\n\t\tmatchers = [ function( elem, context, xml ) {\n\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\tvar ret = ( !leadingRelative && ( xml || context != outermostContext ) ) || (\n\t\t\t\t( checkContext = context ).nodeType ?\n\t\t\t\t\tmatchContext( elem, context, xml ) :\n\t\t\t\t\tmatchAnyContext( elem, context, xml ) );\n\n\t\t\t// Avoid hanging onto element\n\t\t\t// (see https://github.com/jquery/sizzle/issues/299)\n\t\t\tcheckContext = null;\n\t\t\treturn ret;\n\t\t} ];\n\n\tfor ( ; i < len; i++ ) {\n\t\tif ( ( matcher = Expr.relative[ tokens[ i ].type ] ) ) {\n\t\t\tmatchers = [ addCombinator( elementMatcher( matchers ), matcher ) ];\n\t\t} else {\n\t\t\tmatcher = Expr.filter[ tokens[ i ].type ].apply( null, tokens[ i ].matches );\n\n\t\t\t// Return special upon seeing a positional matcher\n\t\t\tif ( matcher[ expando ] ) {\n\n\t\t\t\t// Find the next relative operator (if any) for proper handling\n\t\t\t\tj = ++i;\n\t\t\t\tfor ( ; j < len; j++ ) {\n\t\t\t\t\tif ( Expr.relative[ tokens[ j ].type ] ) {\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn setMatcher(\n\t\t\t\t\ti > 1 && elementMatcher( matchers ),\n\t\t\t\t\ti > 1 && toSelector(\n\n\t\t\t\t\t\t// If the preceding token was a descendant combinator, insert an implicit any-element `*`\n\t\t\t\t\t\ttokens.slice( 0, i - 1 )\n\t\t\t\t\t\t\t.concat( { value: tokens[ i - 2 ].type === \" \" ? \"*\" : \"\" } )\n\t\t\t\t\t).replace( rtrimCSS, \"$1\" ),\n\t\t\t\t\tmatcher,\n\t\t\t\t\ti < j && matcherFromTokens( tokens.slice( i, j ) ),\n\t\t\t\t\tj < len && matcherFromTokens( ( tokens = tokens.slice( j ) ) ),\n\t\t\t\t\tj < len && toSelector( tokens )\n\t\t\t\t);\n\t\t\t}\n\t\t\tmatchers.push( matcher );\n\t\t}\n\t}\n\n\treturn elementMatcher( matchers );\n}\n\nfunction matcherFromGroupMatchers( elementMatchers, setMatchers ) {\n\tvar bySet = setMatchers.length > 0,\n\t\tbyElement = elementMatchers.length > 0,\n\t\tsuperMatcher = function( seed, context, xml, results, outermost ) {\n\t\t\tvar elem, j, matcher,\n\t\t\t\tmatchedCount = 0,\n\t\t\t\ti = \"0\",\n\t\t\t\tunmatched = seed && [],\n\t\t\t\tsetMatched = [],\n\t\t\t\tcontextBackup = outermostContext,\n\n\t\t\t\t// We must always have either seed elements or outermost context\n\t\t\t\telems = seed || byElement && Expr.find.TAG( \"*\", outermost ),\n\n\t\t\t\t// Use integer dirruns iff this is the outermost matcher\n\t\t\t\tdirrunsUnique = ( dirruns += contextBackup == null ? 1 : Math.random() || 0.1 ),\n\t\t\t\tlen = elems.length;\n\n\t\t\tif ( outermost ) {\n\n\t\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t\t// two documents; shallow comparisons work.\n\t\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\t\toutermostContext = context == document || context || outermost;\n\t\t\t}\n\n\t\t\t// Add elements passing elementMatchers directly to results\n\t\t\t// Support: iOS <=7 - 9 only\n\t\t\t// Tolerate NodeList properties (IE: \"length\"; Safari: ) matching\n\t\t\t// elements by id. (see trac-14142)\n\t\t\tfor ( ; i !== len && ( elem = elems[ i ] ) != null; i++ ) {\n\t\t\t\tif ( byElement && elem ) {\n\t\t\t\t\tj = 0;\n\n\t\t\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t\t\t// two documents; shallow comparisons work.\n\t\t\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\t\t\tif ( !context && elem.ownerDocument != document ) {\n\t\t\t\t\t\tsetDocument( elem );\n\t\t\t\t\t\txml = !documentIsHTML;\n\t\t\t\t\t}\n\t\t\t\t\twhile ( ( matcher = elementMatchers[ j++ ] ) ) {\n\t\t\t\t\t\tif ( matcher( elem, context || document, xml ) ) {\n\t\t\t\t\t\t\tpush.call( results, elem );\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ( outermost ) {\n\t\t\t\t\t\tdirruns = dirrunsUnique;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Track unmatched elements for set filters\n\t\t\t\tif ( bySet ) {\n\n\t\t\t\t\t// They will have gone through all possible matchers\n\t\t\t\t\tif ( ( elem = !matcher && elem ) ) {\n\t\t\t\t\t\tmatchedCount--;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Lengthen the array for every element, matched or not\n\t\t\t\t\tif ( seed ) {\n\t\t\t\t\t\tunmatched.push( elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// `i` is now the count of elements visited above, and adding it to `matchedCount`\n\t\t\t// makes the latter nonnegative.\n\t\t\tmatchedCount += i;\n\n\t\t\t// Apply set filters to unmatched elements\n\t\t\t// NOTE: This can be skipped if there are no unmatched elements (i.e., `matchedCount`\n\t\t\t// equals `i`), unless we didn't visit _any_ elements in the above loop because we have\n\t\t\t// no element matchers and no seed.\n\t\t\t// Incrementing an initially-string \"0\" `i` allows `i` to remain a string only in that\n\t\t\t// case, which will result in a \"00\" `matchedCount` that differs from `i` but is also\n\t\t\t// numerically zero.\n\t\t\tif ( bySet && i !== matchedCount ) {\n\t\t\t\tj = 0;\n\t\t\t\twhile ( ( matcher = setMatchers[ j++ ] ) ) {\n\t\t\t\t\tmatcher( unmatched, setMatched, context, xml );\n\t\t\t\t}\n\n\t\t\t\tif ( seed ) {\n\n\t\t\t\t\t// Reintegrate element matches to eliminate the need for sorting\n\t\t\t\t\tif ( matchedCount > 0 ) {\n\t\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\t\tif ( !( unmatched[ i ] || setMatched[ i ] ) ) {\n\t\t\t\t\t\t\t\tsetMatched[ i ] = pop.call( results );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Discard index placeholder values to get only actual matches\n\t\t\t\t\tsetMatched = condense( setMatched );\n\t\t\t\t}\n\n\t\t\t\t// Add matches to results\n\t\t\t\tpush.apply( results, setMatched );\n\n\t\t\t\t// Seedless set matches succeeding multiple successful matchers stipulate sorting\n\t\t\t\tif ( outermost && !seed && setMatched.length > 0 &&\n\t\t\t\t\t( matchedCount + setMatchers.length ) > 1 ) {\n\n\t\t\t\t\tjQuery.uniqueSort( results );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Override manipulation of globals by nested matchers\n\t\t\tif ( outermost ) {\n\t\t\t\tdirruns = dirrunsUnique;\n\t\t\t\toutermostContext = contextBackup;\n\t\t\t}\n\n\t\t\treturn unmatched;\n\t\t};\n\n\treturn bySet ?\n\t\tmarkFunction( superMatcher ) :\n\t\tsuperMatcher;\n}\n\nfunction compile( selector, match /* Internal Use Only */ ) {\n\tvar i,\n\t\tsetMatchers = [],\n\t\telementMatchers = [],\n\t\tcached = compilerCache[ selector + \" \" ];\n\n\tif ( !cached ) {\n\n\t\t// Generate a function of recursive functions that can be used to check each element\n\t\tif ( !match ) {\n\t\t\tmatch = tokenize( selector );\n\t\t}\n\t\ti = match.length;\n\t\twhile ( i-- ) {\n\t\t\tcached = matcherFromTokens( match[ i ] );\n\t\t\tif ( cached[ expando ] ) {\n\t\t\t\tsetMatchers.push( cached );\n\t\t\t} else {\n\t\t\t\telementMatchers.push( cached );\n\t\t\t}\n\t\t}\n\n\t\t// Cache the compiled function\n\t\tcached = compilerCache( selector,\n\t\t\tmatcherFromGroupMatchers( elementMatchers, setMatchers ) );\n\n\t\t// Save selector and tokenization\n\t\tcached.selector = selector;\n\t}\n\treturn cached;\n}\n\n/**\n * A low-level selection function that works with jQuery's compiled\n * selector functions\n * @param {String|Function} selector A selector or a pre-compiled\n * selector function built with jQuery selector compile\n * @param {Element} context\n * @param {Array} [results]\n * @param {Array} [seed] A set of elements to match against\n */\nfunction select( selector, context, results, seed ) {\n\tvar i, tokens, token, type, find,\n\t\tcompiled = typeof selector === \"function\" && selector,\n\t\tmatch = !seed && tokenize( ( selector = compiled.selector || selector ) );\n\n\tresults = results || [];\n\n\t// Try to minimize operations if there is only one selector in the list and no seed\n\t// (the latter of which guarantees us context)\n\tif ( match.length === 1 ) {\n\n\t\t// Reduce context if the leading compound selector is an ID\n\t\ttokens = match[ 0 ] = match[ 0 ].slice( 0 );\n\t\tif ( tokens.length > 2 && ( token = tokens[ 0 ] ).type === \"ID\" &&\n\t\t\t\tcontext.nodeType === 9 && documentIsHTML && Expr.relative[ tokens[ 1 ].type ] ) {\n\n\t\t\tcontext = ( Expr.find.ID(\n\t\t\t\ttoken.matches[ 0 ].replace( runescape, funescape ),\n\t\t\t\tcontext\n\t\t\t) || [] )[ 0 ];\n\t\t\tif ( !context ) {\n\t\t\t\treturn results;\n\n\t\t\t// Precompiled matchers will still verify ancestry, so step up a level\n\t\t\t} else if ( compiled ) {\n\t\t\t\tcontext = context.parentNode;\n\t\t\t}\n\n\t\t\tselector = selector.slice( tokens.shift().value.length );\n\t\t}\n\n\t\t// Fetch a seed set for right-to-left matching\n\t\ti = matchExpr.needsContext.test( selector ) ? 0 : tokens.length;\n\t\twhile ( i-- ) {\n\t\t\ttoken = tokens[ i ];\n\n\t\t\t// Abort if we hit a combinator\n\t\t\tif ( Expr.relative[ ( type = token.type ) ] ) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif ( ( find = Expr.find[ type ] ) ) {\n\n\t\t\t\t// Search, expanding context for leading sibling combinators\n\t\t\t\tif ( ( seed = find(\n\t\t\t\t\ttoken.matches[ 0 ].replace( runescape, funescape ),\n\t\t\t\t\trsibling.test( tokens[ 0 ].type ) &&\n\t\t\t\t\t\ttestContext( context.parentNode ) || context\n\t\t\t\t) ) ) {\n\n\t\t\t\t\t// If seed is empty or no tokens remain, we can return early\n\t\t\t\t\ttokens.splice( i, 1 );\n\t\t\t\t\tselector = seed.length && toSelector( tokens );\n\t\t\t\t\tif ( !selector ) {\n\t\t\t\t\t\tpush.apply( results, seed );\n\t\t\t\t\t\treturn results;\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// Compile and execute a filtering function if one is not provided\n\t// Provide `match` to avoid retokenization if we modified the selector above\n\t( compiled || compile( selector, match ) )(\n\t\tseed,\n\t\tcontext,\n\t\t!documentIsHTML,\n\t\tresults,\n\t\t!context || rsibling.test( selector ) && testContext( context.parentNode ) || context\n\t);\n\treturn results;\n}\n\n// One-time assignments\n\n// Support: Android <=4.0 - 4.1+\n// Sort stability\nsupport.sortStable = expando.split( \"\" ).sort( sortOrder ).join( \"\" ) === expando;\n\n// Initialize against the default document\nsetDocument();\n\n// Support: Android <=4.0 - 4.1+\n// Detached nodes confoundingly follow *each other*\nsupport.sortDetached = assert( function( el ) {\n\n\t// Should return 1, but returns 4 (following)\n\treturn el.compareDocumentPosition( document.createElement( \"fieldset\" ) ) & 1;\n} );\n\njQuery.find = find;\n\n// Deprecated\njQuery.expr[ \":\" ] = jQuery.expr.pseudos;\njQuery.unique = jQuery.uniqueSort;\n\n// These have always been private, but they used to be documented as part of\n// Sizzle so let's maintain them for now for backwards compatibility purposes.\nfind.compile = compile;\nfind.select = select;\nfind.setDocument = setDocument;\nfind.tokenize = tokenize;\n\nfind.escape = jQuery.escapeSelector;\nfind.getText = jQuery.text;\nfind.isXML = jQuery.isXMLDoc;\nfind.selectors = jQuery.expr;\nfind.support = jQuery.support;\nfind.uniqueSort = jQuery.uniqueSort;\n\n\t/* eslint-enable */\n\n} )();\n\n\nvar dir = function( elem, dir, until ) {\n\tvar matched = [],\n\t\ttruncate = until !== undefined;\n\n\twhile ( ( elem = elem[ dir ] ) && elem.nodeType !== 9 ) {\n\t\tif ( elem.nodeType === 1 ) {\n\t\t\tif ( truncate && jQuery( elem ).is( until ) ) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tmatched.push( elem );\n\t\t}\n\t}\n\treturn matched;\n};\n\n\nvar siblings = function( n, elem ) {\n\tvar matched = [];\n\n\tfor ( ; n; n = n.nextSibling ) {\n\t\tif ( n.nodeType === 1 && n !== elem ) {\n\t\t\tmatched.push( n );\n\t\t}\n\t}\n\n\treturn matched;\n};\n\n\nvar rneedsContext = jQuery.expr.match.needsContext;\n\nvar rsingleTag = ( /^<([a-z][^\\/\\0>:\\x20\\t\\r\\n\\f]*)[\\x20\\t\\r\\n\\f]*\\/?>(?:<\\/\\1>|)$/i );\n\n\n\n// Implement the identical functionality for filter and not\nfunction winnow( elements, qualifier, not ) {\n\tif ( isFunction( qualifier ) ) {\n\t\treturn jQuery.grep( elements, function( elem, i ) {\n\t\t\treturn !!qualifier.call( elem, i, elem ) !== not;\n\t\t} );\n\t}\n\n\t// Single element\n\tif ( qualifier.nodeType ) {\n\t\treturn jQuery.grep( elements, function( elem ) {\n\t\t\treturn ( elem === qualifier ) !== not;\n\t\t} );\n\t}\n\n\t// Arraylike of elements (jQuery, arguments, Array)\n\tif ( typeof qualifier !== \"string\" ) {\n\t\treturn jQuery.grep( elements, function( elem ) {\n\t\t\treturn ( indexOf.call( qualifier, elem ) > -1 ) !== not;\n\t\t} );\n\t}\n\n\t// Filtered directly for both simple and complex selectors\n\treturn jQuery.filter( qualifier, elements, not );\n}\n\njQuery.filter = function( expr, elems, not ) {\n\tvar elem = elems[ 0 ];\n\n\tif ( not ) {\n\t\texpr = \":not(\" + expr + \")\";\n\t}\n\n\tif ( elems.length === 1 && elem.nodeType === 1 ) {\n\t\treturn jQuery.find.matchesSelector( elem, expr ) ? [ elem ] : [];\n\t}\n\n\treturn jQuery.find.matches( expr, jQuery.grep( elems, function( elem ) {\n\t\treturn elem.nodeType === 1;\n\t} ) );\n};\n\njQuery.fn.extend( {\n\tfind: function( selector ) {\n\t\tvar i, ret,\n\t\t\tlen = this.length,\n\t\t\tself = this;\n\n\t\tif ( typeof selector !== \"string\" ) {\n\t\t\treturn this.pushStack( jQuery( selector ).filter( function() {\n\t\t\t\tfor ( i = 0; i < len; i++ ) {\n\t\t\t\t\tif ( jQuery.contains( self[ i ], this ) ) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} ) );\n\t\t}\n\n\t\tret = this.pushStack( [] );\n\n\t\tfor ( i = 0; i < len; i++ ) {\n\t\t\tjQuery.find( selector, self[ i ], ret );\n\t\t}\n\n\t\treturn len > 1 ? jQuery.uniqueSort( ret ) : ret;\n\t},\n\tfilter: function( selector ) {\n\t\treturn this.pushStack( winnow( this, selector || [], false ) );\n\t},\n\tnot: function( selector ) {\n\t\treturn this.pushStack( winnow( this, selector || [], true ) );\n\t},\n\tis: function( selector ) {\n\t\treturn !!winnow(\n\t\t\tthis,\n\n\t\t\t// If this is a positional/relative selector, check membership in the returned set\n\t\t\t// so $(\"p:first\").is(\"p:last\") won't return true for a doc with two \"p\".\n\t\t\ttypeof selector === \"string\" && rneedsContext.test( selector ) ?\n\t\t\t\tjQuery( selector ) :\n\t\t\t\tselector || [],\n\t\t\tfalse\n\t\t).length;\n\t}\n} );\n\n\n// Initialize a jQuery object\n\n\n// A central reference to the root jQuery(document)\nvar rootjQuery,\n\n\t// A simple way to check for HTML strings\n\t// Prioritize #id over to avoid XSS via location.hash (trac-9521)\n\t// Strict HTML recognition (trac-11290: must start with <)\n\t// Shortcut simple #id case for speed\n\trquickExpr = /^(?:\\s*(<[\\w\\W]+>)[^>]*|#([\\w-]+))$/,\n\n\tinit = jQuery.fn.init = function( selector, context, root ) {\n\t\tvar match, elem;\n\n\t\t// HANDLE: $(\"\"), $(null), $(undefined), $(false)\n\t\tif ( !selector ) {\n\t\t\treturn this;\n\t\t}\n\n\t\t// Method init() accepts an alternate rootjQuery\n\t\t// so migrate can support jQuery.sub (gh-2101)\n\t\troot = root || rootjQuery;\n\n\t\t// Handle HTML strings\n\t\tif ( typeof selector === \"string\" ) {\n\t\t\tif ( selector[ 0 ] === \"<\" &&\n\t\t\t\tselector[ selector.length - 1 ] === \">\" &&\n\t\t\t\tselector.length >= 3 ) {\n\n\t\t\t\t// Assume that strings that start and end with <> are HTML and skip the regex check\n\t\t\t\tmatch = [ null, selector, null ];\n\n\t\t\t} else {\n\t\t\t\tmatch = rquickExpr.exec( selector );\n\t\t\t}\n\n\t\t\t// Match html or make sure no context is specified for #id\n\t\t\tif ( match && ( match[ 1 ] || !context ) ) {\n\n\t\t\t\t// HANDLE: $(html) -> $(array)\n\t\t\t\tif ( match[ 1 ] ) {\n\t\t\t\t\tcontext = context instanceof jQuery ? context[ 0 ] : context;\n\n\t\t\t\t\t// Option to run scripts is true for back-compat\n\t\t\t\t\t// Intentionally let the error be thrown if parseHTML is not present\n\t\t\t\t\tjQuery.merge( this, jQuery.parseHTML(\n\t\t\t\t\t\tmatch[ 1 ],\n\t\t\t\t\t\tcontext && context.nodeType ? context.ownerDocument || context : document,\n\t\t\t\t\t\ttrue\n\t\t\t\t\t) );\n\n\t\t\t\t\t// HANDLE: $(html, props)\n\t\t\t\t\tif ( rsingleTag.test( match[ 1 ] ) && jQuery.isPlainObject( context ) ) {\n\t\t\t\t\t\tfor ( match in context ) {\n\n\t\t\t\t\t\t\t// Properties of context are called as methods if possible\n\t\t\t\t\t\t\tif ( isFunction( this[ match ] ) ) {\n\t\t\t\t\t\t\t\tthis[ match ]( context[ match ] );\n\n\t\t\t\t\t\t\t// ...and otherwise set as attributes\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tthis.attr( match, context[ match ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\treturn this;\n\n\t\t\t\t// HANDLE: $(#id)\n\t\t\t\t} else {\n\t\t\t\t\telem = document.getElementById( match[ 2 ] );\n\n\t\t\t\t\tif ( elem ) {\n\n\t\t\t\t\t\t// Inject the element directly into the jQuery object\n\t\t\t\t\t\tthis[ 0 ] = elem;\n\t\t\t\t\t\tthis.length = 1;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\n\t\t\t// HANDLE: $(expr, $(...))\n\t\t\t} else if ( !context || context.jquery ) {\n\t\t\t\treturn ( context || root ).find( selector );\n\n\t\t\t// HANDLE: $(expr, context)\n\t\t\t// (which is just equivalent to: $(context).find(expr)\n\t\t\t} else {\n\t\t\t\treturn this.constructor( context ).find( selector );\n\t\t\t}\n\n\t\t// HANDLE: $(DOMElement)\n\t\t} else if ( selector.nodeType ) {\n\t\t\tthis[ 0 ] = selector;\n\t\t\tthis.length = 1;\n\t\t\treturn this;\n\n\t\t// HANDLE: $(function)\n\t\t// Shortcut for document ready\n\t\t} else if ( isFunction( selector ) ) {\n\t\t\treturn root.ready !== undefined ?\n\t\t\t\troot.ready( selector ) :\n\n\t\t\t\t// Execute immediately if ready is not present\n\t\t\t\tselector( jQuery );\n\t\t}\n\n\t\treturn jQuery.makeArray( selector, this );\n\t};\n\n// Give the init function the jQuery prototype for later instantiation\ninit.prototype = jQuery.fn;\n\n// Initialize central reference\nrootjQuery = jQuery( document );\n\n\nvar rparentsprev = /^(?:parents|prev(?:Until|All))/,\n\n\t// Methods guaranteed to produce a unique set when starting from a unique set\n\tguaranteedUnique = {\n\t\tchildren: true,\n\t\tcontents: true,\n\t\tnext: true,\n\t\tprev: true\n\t};\n\njQuery.fn.extend( {\n\thas: function( target ) {\n\t\tvar targets = jQuery( target, this ),\n\t\t\tl = targets.length;\n\n\t\treturn this.filter( function() {\n\t\t\tvar i = 0;\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tif ( jQuery.contains( this, targets[ i ] ) ) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t},\n\n\tclosest: function( selectors, context ) {\n\t\tvar cur,\n\t\t\ti = 0,\n\t\t\tl = this.length,\n\t\t\tmatched = [],\n\t\t\ttargets = typeof selectors !== \"string\" && jQuery( selectors );\n\n\t\t// Positional selectors never match, since there's no _selection_ context\n\t\tif ( !rneedsContext.test( selectors ) ) {\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tfor ( cur = this[ i ]; cur && cur !== context; cur = cur.parentNode ) {\n\n\t\t\t\t\t// Always skip document fragments\n\t\t\t\t\tif ( cur.nodeType < 11 && ( targets ?\n\t\t\t\t\t\ttargets.index( cur ) > -1 :\n\n\t\t\t\t\t\t// Don't pass non-elements to jQuery#find\n\t\t\t\t\t\tcur.nodeType === 1 &&\n\t\t\t\t\t\t\tjQuery.find.matchesSelector( cur, selectors ) ) ) {\n\n\t\t\t\t\t\tmatched.push( cur );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this.pushStack( matched.length > 1 ? jQuery.uniqueSort( matched ) : matched );\n\t},\n\n\t// Determine the position of an element within the set\n\tindex: function( elem ) {\n\n\t\t// No argument, return index in parent\n\t\tif ( !elem ) {\n\t\t\treturn ( this[ 0 ] && this[ 0 ].parentNode ) ? this.first().prevAll().length : -1;\n\t\t}\n\n\t\t// Index in selector\n\t\tif ( typeof elem === \"string\" ) {\n\t\t\treturn indexOf.call( jQuery( elem ), this[ 0 ] );\n\t\t}\n\n\t\t// Locate the position of the desired element\n\t\treturn indexOf.call( this,\n\n\t\t\t// If it receives a jQuery object, the first element is used\n\t\t\telem.jquery ? elem[ 0 ] : elem\n\t\t);\n\t},\n\n\tadd: function( selector, context ) {\n\t\treturn this.pushStack(\n\t\t\tjQuery.uniqueSort(\n\t\t\t\tjQuery.merge( this.get(), jQuery( selector, context ) )\n\t\t\t)\n\t\t);\n\t},\n\n\taddBack: function( selector ) {\n\t\treturn this.add( selector == null ?\n\t\t\tthis.prevObject : this.prevObject.filter( selector )\n\t\t);\n\t}\n} );\n\nfunction sibling( cur, dir ) {\n\twhile ( ( cur = cur[ dir ] ) && cur.nodeType !== 1 ) {}\n\treturn cur;\n}\n\njQuery.each( {\n\tparent: function( elem ) {\n\t\tvar parent = elem.parentNode;\n\t\treturn parent && parent.nodeType !== 11 ? parent : null;\n\t},\n\tparents: function( elem ) {\n\t\treturn dir( elem, \"parentNode\" );\n\t},\n\tparentsUntil: function( elem, _i, until ) {\n\t\treturn dir( elem, \"parentNode\", until );\n\t},\n\tnext: function( elem ) {\n\t\treturn sibling( elem, \"nextSibling\" );\n\t},\n\tprev: function( elem ) {\n\t\treturn sibling( elem, \"previousSibling\" );\n\t},\n\tnextAll: function( elem ) {\n\t\treturn dir( elem, \"nextSibling\" );\n\t},\n\tprevAll: function( elem ) {\n\t\treturn dir( elem, \"previousSibling\" );\n\t},\n\tnextUntil: function( elem, _i, until ) {\n\t\treturn dir( elem, \"nextSibling\", until );\n\t},\n\tprevUntil: function( elem, _i, until ) {\n\t\treturn dir( elem, \"previousSibling\", until );\n\t},\n\tsiblings: function( elem ) {\n\t\treturn siblings( ( elem.parentNode || {} ).firstChild, elem );\n\t},\n\tchildren: function( elem ) {\n\t\treturn siblings( elem.firstChild );\n\t},\n\tcontents: function( elem ) {\n\t\tif ( elem.contentDocument != null &&\n\n\t\t\t// Support: IE 11+\n\t\t\t// elements with no `data` attribute has an object\n\t\t\t// `contentDocument` with a `null` prototype.\n\t\t\tgetProto( elem.contentDocument ) ) {\n\n\t\t\treturn elem.contentDocument;\n\t\t}\n\n\t\t// Support: IE 9 - 11 only, iOS 7 only, Android Browser <=4.3 only\n\t\t// Treat the template element as a regular one in browsers that\n\t\t// don't support it.\n\t\tif ( nodeName( elem, \"template\" ) ) {\n\t\t\telem = elem.content || elem;\n\t\t}\n\n\t\treturn jQuery.merge( [], elem.childNodes );\n\t}\n}, function( name, fn ) {\n\tjQuery.fn[ name ] = function( until, selector ) {\n\t\tvar matched = jQuery.map( this, fn, until );\n\n\t\tif ( name.slice( -5 ) !== \"Until\" ) {\n\t\t\tselector = until;\n\t\t}\n\n\t\tif ( selector && typeof selector === \"string\" ) {\n\t\t\tmatched = jQuery.filter( selector, matched );\n\t\t}\n\n\t\tif ( this.length > 1 ) {\n\n\t\t\t// Remove duplicates\n\t\t\tif ( !guaranteedUnique[ name ] ) {\n\t\t\t\tjQuery.uniqueSort( matched );\n\t\t\t}\n\n\t\t\t// Reverse order for parents* and prev-derivatives\n\t\t\tif ( rparentsprev.test( name ) ) {\n\t\t\t\tmatched.reverse();\n\t\t\t}\n\t\t}\n\n\t\treturn this.pushStack( matched );\n\t};\n} );\nvar rnothtmlwhite = ( /[^\\x20\\t\\r\\n\\f]+/g );\n\n\n\n// Convert String-formatted options into Object-formatted ones\nfunction createOptions( options ) {\n\tvar object = {};\n\tjQuery.each( options.match( rnothtmlwhite ) || [], function( _, flag ) {\n\t\tobject[ flag ] = true;\n\t} );\n\treturn object;\n}\n\n/*\n * Create a callback list using the following parameters:\n *\n *\toptions: an optional list of space-separated options that will change how\n *\t\t\tthe callback list behaves or a more traditional option object\n *\n * By default a callback list will act like an event callback list and can be\n * \"fired\" multiple times.\n *\n * Possible options:\n *\n *\tonce:\t\t\twill ensure the callback list can only be fired once (like a Deferred)\n *\n *\tmemory:\t\t\twill keep track of previous values and will call any callback added\n *\t\t\t\t\tafter the list has been fired right away with the latest \"memorized\"\n *\t\t\t\t\tvalues (like a Deferred)\n *\n *\tunique:\t\t\twill ensure a callback can only be added once (no duplicate in the list)\n *\n *\tstopOnFalse:\tinterrupt callings when a callback returns false\n *\n */\njQuery.Callbacks = function( options ) {\n\n\t// Convert options from String-formatted to Object-formatted if needed\n\t// (we check in cache first)\n\toptions = typeof options === \"string\" ?\n\t\tcreateOptions( options ) :\n\t\tjQuery.extend( {}, options );\n\n\tvar // Flag to know if list is currently firing\n\t\tfiring,\n\n\t\t// Last fire value for non-forgettable lists\n\t\tmemory,\n\n\t\t// Flag to know if list was already fired\n\t\tfired,\n\n\t\t// Flag to prevent firing\n\t\tlocked,\n\n\t\t// Actual callback list\n\t\tlist = [],\n\n\t\t// Queue of execution data for repeatable lists\n\t\tqueue = [],\n\n\t\t// Index of currently firing callback (modified by add/remove as needed)\n\t\tfiringIndex = -1,\n\n\t\t// Fire callbacks\n\t\tfire = function() {\n\n\t\t\t// Enforce single-firing\n\t\t\tlocked = locked || options.once;\n\n\t\t\t// Execute callbacks for all pending executions,\n\t\t\t// respecting firingIndex overrides and runtime changes\n\t\t\tfired = firing = true;\n\t\t\tfor ( ; queue.length; firingIndex = -1 ) {\n\t\t\t\tmemory = queue.shift();\n\t\t\t\twhile ( ++firingIndex < list.length ) {\n\n\t\t\t\t\t// Run callback and check for early termination\n\t\t\t\t\tif ( list[ firingIndex ].apply( memory[ 0 ], memory[ 1 ] ) === false &&\n\t\t\t\t\t\toptions.stopOnFalse ) {\n\n\t\t\t\t\t\t// Jump to end and forget the data so .add doesn't re-fire\n\t\t\t\t\t\tfiringIndex = list.length;\n\t\t\t\t\t\tmemory = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Forget the data if we're done with it\n\t\t\tif ( !options.memory ) {\n\t\t\t\tmemory = false;\n\t\t\t}\n\n\t\t\tfiring = false;\n\n\t\t\t// Clean up if we're done firing for good\n\t\t\tif ( locked ) {\n\n\t\t\t\t// Keep an empty list if we have data for future add calls\n\t\t\t\tif ( memory ) {\n\t\t\t\t\tlist = [];\n\n\t\t\t\t// Otherwise, this object is spent\n\t\t\t\t} else {\n\t\t\t\t\tlist = \"\";\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\t// Actual Callbacks object\n\t\tself = {\n\n\t\t\t// Add a callback or a collection of callbacks to the list\n\t\t\tadd: function() {\n\t\t\t\tif ( list ) {\n\n\t\t\t\t\t// If we have memory from a past run, we should fire after adding\n\t\t\t\t\tif ( memory && !firing ) {\n\t\t\t\t\t\tfiringIndex = list.length - 1;\n\t\t\t\t\t\tqueue.push( memory );\n\t\t\t\t\t}\n\n\t\t\t\t\t( function add( args ) {\n\t\t\t\t\t\tjQuery.each( args, function( _, arg ) {\n\t\t\t\t\t\t\tif ( isFunction( arg ) ) {\n\t\t\t\t\t\t\t\tif ( !options.unique || !self.has( arg ) ) {\n\t\t\t\t\t\t\t\t\tlist.push( arg );\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if ( arg && arg.length && toType( arg ) !== \"string\" ) {\n\n\t\t\t\t\t\t\t\t// Inspect recursively\n\t\t\t\t\t\t\t\tadd( arg );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} );\n\t\t\t\t\t} )( arguments );\n\n\t\t\t\t\tif ( memory && !firing ) {\n\t\t\t\t\t\tfire();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Remove a callback from the list\n\t\t\tremove: function() {\n\t\t\t\tjQuery.each( arguments, function( _, arg ) {\n\t\t\t\t\tvar index;\n\t\t\t\t\twhile ( ( index = jQuery.inArray( arg, list, index ) ) > -1 ) {\n\t\t\t\t\t\tlist.splice( index, 1 );\n\n\t\t\t\t\t\t// Handle firing indexes\n\t\t\t\t\t\tif ( index <= firingIndex ) {\n\t\t\t\t\t\t\tfiringIndex--;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} );\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Check if a given callback is in the list.\n\t\t\t// If no argument is given, return whether or not list has callbacks attached.\n\t\t\thas: function( fn ) {\n\t\t\t\treturn fn ?\n\t\t\t\t\tjQuery.inArray( fn, list ) > -1 :\n\t\t\t\t\tlist.length > 0;\n\t\t\t},\n\n\t\t\t// Remove all callbacks from the list\n\t\t\tempty: function() {\n\t\t\t\tif ( list ) {\n\t\t\t\t\tlist = [];\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Disable .fire and .add\n\t\t\t// Abort any current/pending executions\n\t\t\t// Clear all callbacks and values\n\t\t\tdisable: function() {\n\t\t\t\tlocked = queue = [];\n\t\t\t\tlist = memory = \"\";\n\t\t\t\treturn this;\n\t\t\t},\n\t\t\tdisabled: function() {\n\t\t\t\treturn !list;\n\t\t\t},\n\n\t\t\t// Disable .fire\n\t\t\t// Also disable .add unless we have memory (since it would have no effect)\n\t\t\t// Abort any pending executions\n\t\t\tlock: function() {\n\t\t\t\tlocked = queue = [];\n\t\t\t\tif ( !memory && !firing ) {\n\t\t\t\t\tlist = memory = \"\";\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\t\t\tlocked: function() {\n\t\t\t\treturn !!locked;\n\t\t\t},\n\n\t\t\t// Call all callbacks with the given context and arguments\n\t\t\tfireWith: function( context, args ) {\n\t\t\t\tif ( !locked ) {\n\t\t\t\t\targs = args || [];\n\t\t\t\t\targs = [ context, args.slice ? args.slice() : args ];\n\t\t\t\t\tqueue.push( args );\n\t\t\t\t\tif ( !firing ) {\n\t\t\t\t\t\tfire();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Call all the callbacks with the given arguments\n\t\t\tfire: function() {\n\t\t\t\tself.fireWith( this, arguments );\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// To know if the callbacks have already been called at least once\n\t\t\tfired: function() {\n\t\t\t\treturn !!fired;\n\t\t\t}\n\t\t};\n\n\treturn self;\n};\n\n\nfunction Identity( v ) {\n\treturn v;\n}\nfunction Thrower( ex ) {\n\tthrow ex;\n}\n\nfunction adoptValue( value, resolve, reject, noValue ) {\n\tvar method;\n\n\ttry {\n\n\t\t// Check for promise aspect first to privilege synchronous behavior\n\t\tif ( value && isFunction( ( method = value.promise ) ) ) {\n\t\t\tmethod.call( value ).done( resolve ).fail( reject );\n\n\t\t// Other thenables\n\t\t} else if ( value && isFunction( ( method = value.then ) ) ) {\n\t\t\tmethod.call( value, resolve, reject );\n\n\t\t// Other non-thenables\n\t\t} else {\n\n\t\t\t// Control `resolve` arguments by letting Array#slice cast boolean `noValue` to integer:\n\t\t\t// * false: [ value ].slice( 0 ) => resolve( value )\n\t\t\t// * true: [ value ].slice( 1 ) => resolve()\n\t\t\tresolve.apply( undefined, [ value ].slice( noValue ) );\n\t\t}\n\n\t// For Promises/A+, convert exceptions into rejections\n\t// Since jQuery.when doesn't unwrap thenables, we can skip the extra checks appearing in\n\t// Deferred#then to conditionally suppress rejection.\n\t} catch ( value ) {\n\n\t\t// Support: Android 4.0 only\n\t\t// Strict mode functions invoked without .call/.apply get global-object context\n\t\treject.apply( undefined, [ value ] );\n\t}\n}\n\njQuery.extend( {\n\n\tDeferred: function( func ) {\n\t\tvar tuples = [\n\n\t\t\t\t// action, add listener, callbacks,\n\t\t\t\t// ... .then handlers, argument index, [final state]\n\t\t\t\t[ \"notify\", \"progress\", jQuery.Callbacks( \"memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"memory\" ), 2 ],\n\t\t\t\t[ \"resolve\", \"done\", jQuery.Callbacks( \"once memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"once memory\" ), 0, \"resolved\" ],\n\t\t\t\t[ \"reject\", \"fail\", jQuery.Callbacks( \"once memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"once memory\" ), 1, \"rejected\" ]\n\t\t\t],\n\t\t\tstate = \"pending\",\n\t\t\tpromise = {\n\t\t\t\tstate: function() {\n\t\t\t\t\treturn state;\n\t\t\t\t},\n\t\t\t\talways: function() {\n\t\t\t\t\tdeferred.done( arguments ).fail( arguments );\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\t\t\t\t\"catch\": function( fn ) {\n\t\t\t\t\treturn promise.then( null, fn );\n\t\t\t\t},\n\n\t\t\t\t// Keep pipe for back-compat\n\t\t\t\tpipe: function( /* fnDone, fnFail, fnProgress */ ) {\n\t\t\t\t\tvar fns = arguments;\n\n\t\t\t\t\treturn jQuery.Deferred( function( newDefer ) {\n\t\t\t\t\t\tjQuery.each( tuples, function( _i, tuple ) {\n\n\t\t\t\t\t\t\t// Map tuples (progress, done, fail) to arguments (done, fail, progress)\n\t\t\t\t\t\t\tvar fn = isFunction( fns[ tuple[ 4 ] ] ) && fns[ tuple[ 4 ] ];\n\n\t\t\t\t\t\t\t// deferred.progress(function() { bind to newDefer or newDefer.notify })\n\t\t\t\t\t\t\t// deferred.done(function() { bind to newDefer or newDefer.resolve })\n\t\t\t\t\t\t\t// deferred.fail(function() { bind to newDefer or newDefer.reject })\n\t\t\t\t\t\t\tdeferred[ tuple[ 1 ] ]( function() {\n\t\t\t\t\t\t\t\tvar returned = fn && fn.apply( this, arguments );\n\t\t\t\t\t\t\t\tif ( returned && isFunction( returned.promise ) ) {\n\t\t\t\t\t\t\t\t\treturned.promise()\n\t\t\t\t\t\t\t\t\t\t.progress( newDefer.notify )\n\t\t\t\t\t\t\t\t\t\t.done( newDefer.resolve )\n\t\t\t\t\t\t\t\t\t\t.fail( newDefer.reject );\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tnewDefer[ tuple[ 0 ] + \"With\" ](\n\t\t\t\t\t\t\t\t\t\tthis,\n\t\t\t\t\t\t\t\t\t\tfn ? [ returned ] : arguments\n\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} );\n\t\t\t\t\t\t} );\n\t\t\t\t\t\tfns = null;\n\t\t\t\t\t} ).promise();\n\t\t\t\t},\n\t\t\t\tthen: function( onFulfilled, onRejected, onProgress ) {\n\t\t\t\t\tvar maxDepth = 0;\n\t\t\t\t\tfunction resolve( depth, deferred, handler, special ) {\n\t\t\t\t\t\treturn function() {\n\t\t\t\t\t\t\tvar that = this,\n\t\t\t\t\t\t\t\targs = arguments,\n\t\t\t\t\t\t\t\tmightThrow = function() {\n\t\t\t\t\t\t\t\t\tvar returned, then;\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.3\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-59\n\t\t\t\t\t\t\t\t\t// Ignore double-resolution attempts\n\t\t\t\t\t\t\t\t\tif ( depth < maxDepth ) {\n\t\t\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\treturned = handler.apply( that, args );\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.1\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-48\n\t\t\t\t\t\t\t\t\tif ( returned === deferred.promise() ) {\n\t\t\t\t\t\t\t\t\t\tthrow new TypeError( \"Thenable self-resolution\" );\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ sections 2.3.3.1, 3.5\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-54\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-75\n\t\t\t\t\t\t\t\t\t// Retrieve `then` only once\n\t\t\t\t\t\t\t\t\tthen = returned &&\n\n\t\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.4\n\t\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-64\n\t\t\t\t\t\t\t\t\t\t// Only check objects and functions for thenability\n\t\t\t\t\t\t\t\t\t\t( typeof returned === \"object\" ||\n\t\t\t\t\t\t\t\t\t\t\ttypeof returned === \"function\" ) &&\n\t\t\t\t\t\t\t\t\t\treturned.then;\n\n\t\t\t\t\t\t\t\t\t// Handle a returned thenable\n\t\t\t\t\t\t\t\t\tif ( isFunction( then ) ) {\n\n\t\t\t\t\t\t\t\t\t\t// Special processors (notify) just wait for resolution\n\t\t\t\t\t\t\t\t\t\tif ( special ) {\n\t\t\t\t\t\t\t\t\t\t\tthen.call(\n\t\t\t\t\t\t\t\t\t\t\t\treturned,\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Thrower, special )\n\t\t\t\t\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\t\t\t\t// Normal processors (resolve) also hook into progress\n\t\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t\t// ...and disregard older resolution values\n\t\t\t\t\t\t\t\t\t\t\tmaxDepth++;\n\n\t\t\t\t\t\t\t\t\t\t\tthen.call(\n\t\t\t\t\t\t\t\t\t\t\t\treturned,\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Thrower, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity,\n\t\t\t\t\t\t\t\t\t\t\t\t\tdeferred.notifyWith )\n\t\t\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Handle all other returned values\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t// Only substitute handlers pass on context\n\t\t\t\t\t\t\t\t\t\t// and multiple values (non-spec behavior)\n\t\t\t\t\t\t\t\t\t\tif ( handler !== Identity ) {\n\t\t\t\t\t\t\t\t\t\t\tthat = undefined;\n\t\t\t\t\t\t\t\t\t\t\targs = [ returned ];\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t// Process the value(s)\n\t\t\t\t\t\t\t\t\t\t// Default process is resolve\n\t\t\t\t\t\t\t\t\t\t( special || deferred.resolveWith )( that, args );\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t},\n\n\t\t\t\t\t\t\t\t// Only normal processors (resolve) catch and reject exceptions\n\t\t\t\t\t\t\t\tprocess = special ?\n\t\t\t\t\t\t\t\t\tmightThrow :\n\t\t\t\t\t\t\t\t\tfunction() {\n\t\t\t\t\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\t\t\t\t\tmightThrow();\n\t\t\t\t\t\t\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t\t\t\t\t\t\tif ( jQuery.Deferred.exceptionHook ) {\n\t\t\t\t\t\t\t\t\t\t\t\tjQuery.Deferred.exceptionHook( e,\n\t\t\t\t\t\t\t\t\t\t\t\t\tprocess.error );\n\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.4.1\n\t\t\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-61\n\t\t\t\t\t\t\t\t\t\t\t// Ignore post-resolution exceptions\n\t\t\t\t\t\t\t\t\t\t\tif ( depth + 1 >= maxDepth ) {\n\n\t\t\t\t\t\t\t\t\t\t\t\t// Only substitute handlers pass on context\n\t\t\t\t\t\t\t\t\t\t\t\t// and multiple values (non-spec behavior)\n\t\t\t\t\t\t\t\t\t\t\t\tif ( handler !== Thrower ) {\n\t\t\t\t\t\t\t\t\t\t\t\t\tthat = undefined;\n\t\t\t\t\t\t\t\t\t\t\t\t\targs = [ e ];\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\t\tdeferred.rejectWith( that, args );\n\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.1\n\t\t\t\t\t\t\t// https://promisesaplus.com/#point-57\n\t\t\t\t\t\t\t// Re-resolve promises immediately to dodge false rejection from\n\t\t\t\t\t\t\t// subsequent errors\n\t\t\t\t\t\t\tif ( depth ) {\n\t\t\t\t\t\t\t\tprocess();\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// Call an optional hook to record the error, in case of exception\n\t\t\t\t\t\t\t\t// since it's otherwise lost when execution goes async\n\t\t\t\t\t\t\t\tif ( jQuery.Deferred.getErrorHook ) {\n\t\t\t\t\t\t\t\t\tprocess.error = jQuery.Deferred.getErrorHook();\n\n\t\t\t\t\t\t\t\t// The deprecated alias of the above. While the name suggests\n\t\t\t\t\t\t\t\t// returning the stack, not an error instance, jQuery just passes\n\t\t\t\t\t\t\t\t// it directly to `console.warn` so both will work; an instance\n\t\t\t\t\t\t\t\t// just better cooperates with source maps.\n\t\t\t\t\t\t\t\t} else if ( jQuery.Deferred.getStackHook ) {\n\t\t\t\t\t\t\t\t\tprocess.error = jQuery.Deferred.getStackHook();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\twindow.setTimeout( process );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\n\t\t\t\t\treturn jQuery.Deferred( function( newDefer ) {\n\n\t\t\t\t\t\t// progress_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 0 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onProgress ) ?\n\t\t\t\t\t\t\t\t\tonProgress :\n\t\t\t\t\t\t\t\t\tIdentity,\n\t\t\t\t\t\t\t\tnewDefer.notifyWith\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// fulfilled_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 1 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onFulfilled ) ?\n\t\t\t\t\t\t\t\t\tonFulfilled :\n\t\t\t\t\t\t\t\t\tIdentity\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// rejected_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 2 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onRejected ) ?\n\t\t\t\t\t\t\t\t\tonRejected :\n\t\t\t\t\t\t\t\t\tThrower\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\t\t\t\t\t} ).promise();\n\t\t\t\t},\n\n\t\t\t\t// Get a promise for this deferred\n\t\t\t\t// If obj is provided, the promise aspect is added to the object\n\t\t\t\tpromise: function( obj ) {\n\t\t\t\t\treturn obj != null ? jQuery.extend( obj, promise ) : promise;\n\t\t\t\t}\n\t\t\t},\n\t\t\tdeferred = {};\n\n\t\t// Add list-specific methods\n\t\tjQuery.each( tuples, function( i, tuple ) {\n\t\t\tvar list = tuple[ 2 ],\n\t\t\t\tstateString = tuple[ 5 ];\n\n\t\t\t// promise.progress = list.add\n\t\t\t// promise.done = list.add\n\t\t\t// promise.fail = list.add\n\t\t\tpromise[ tuple[ 1 ] ] = list.add;\n\n\t\t\t// Handle state\n\t\t\tif ( stateString ) {\n\t\t\t\tlist.add(\n\t\t\t\t\tfunction() {\n\n\t\t\t\t\t\t// state = \"resolved\" (i.e., fulfilled)\n\t\t\t\t\t\t// state = \"rejected\"\n\t\t\t\t\t\tstate = stateString;\n\t\t\t\t\t},\n\n\t\t\t\t\t// rejected_callbacks.disable\n\t\t\t\t\t// fulfilled_callbacks.disable\n\t\t\t\t\ttuples[ 3 - i ][ 2 ].disable,\n\n\t\t\t\t\t// rejected_handlers.disable\n\t\t\t\t\t// fulfilled_handlers.disable\n\t\t\t\t\ttuples[ 3 - i ][ 3 ].disable,\n\n\t\t\t\t\t// progress_callbacks.lock\n\t\t\t\t\ttuples[ 0 ][ 2 ].lock,\n\n\t\t\t\t\t// progress_handlers.lock\n\t\t\t\t\ttuples[ 0 ][ 3 ].lock\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// progress_handlers.fire\n\t\t\t// fulfilled_handlers.fire\n\t\t\t// rejected_handlers.fire\n\t\t\tlist.add( tuple[ 3 ].fire );\n\n\t\t\t// deferred.notify = function() { deferred.notifyWith(...) }\n\t\t\t// deferred.resolve = function() { deferred.resolveWith(...) }\n\t\t\t// deferred.reject = function() { deferred.rejectWith(...) }\n\t\t\tdeferred[ tuple[ 0 ] ] = function() {\n\t\t\t\tdeferred[ tuple[ 0 ] + \"With\" ]( this === deferred ? undefined : this, arguments );\n\t\t\t\treturn this;\n\t\t\t};\n\n\t\t\t// deferred.notifyWith = list.fireWith\n\t\t\t// deferred.resolveWith = list.fireWith\n\t\t\t// deferred.rejectWith = list.fireWith\n\t\t\tdeferred[ tuple[ 0 ] + \"With\" ] = list.fireWith;\n\t\t} );\n\n\t\t// Make the deferred a promise\n\t\tpromise.promise( deferred );\n\n\t\t// Call given func if any\n\t\tif ( func ) {\n\t\t\tfunc.call( deferred, deferred );\n\t\t}\n\n\t\t// All done!\n\t\treturn deferred;\n\t},\n\n\t// Deferred helper\n\twhen: function( singleValue ) {\n\t\tvar\n\n\t\t\t// count of uncompleted subordinates\n\t\t\tremaining = arguments.length,\n\n\t\t\t// count of unprocessed arguments\n\t\t\ti = remaining,\n\n\t\t\t// subordinate fulfillment data\n\t\t\tresolveContexts = Array( i ),\n\t\t\tresolveValues = slice.call( arguments ),\n\n\t\t\t// the primary Deferred\n\t\t\tprimary = jQuery.Deferred(),\n\n\t\t\t// subordinate callback factory\n\t\t\tupdateFunc = function( i ) {\n\t\t\t\treturn function( value ) {\n\t\t\t\t\tresolveContexts[ i ] = this;\n\t\t\t\t\tresolveValues[ i ] = arguments.length > 1 ? slice.call( arguments ) : value;\n\t\t\t\t\tif ( !( --remaining ) ) {\n\t\t\t\t\t\tprimary.resolveWith( resolveContexts, resolveValues );\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t};\n\n\t\t// Single- and empty arguments are adopted like Promise.resolve\n\t\tif ( remaining <= 1 ) {\n\t\t\tadoptValue( singleValue, primary.done( updateFunc( i ) ).resolve, primary.reject,\n\t\t\t\t!remaining );\n\n\t\t\t// Use .then() to unwrap secondary thenables (cf. gh-3000)\n\t\t\tif ( primary.state() === \"pending\" ||\n\t\t\t\tisFunction( resolveValues[ i ] && resolveValues[ i ].then ) ) {\n\n\t\t\t\treturn primary.then();\n\t\t\t}\n\t\t}\n\n\t\t// Multiple arguments are aggregated like Promise.all array elements\n\t\twhile ( i-- ) {\n\t\t\tadoptValue( resolveValues[ i ], updateFunc( i ), primary.reject );\n\t\t}\n\n\t\treturn primary.promise();\n\t}\n} );\n\n\n// These usually indicate a programmer mistake during development,\n// warn about them ASAP rather than swallowing them by default.\nvar rerrorNames = /^(Eval|Internal|Range|Reference|Syntax|Type|URI)Error$/;\n\n// If `jQuery.Deferred.getErrorHook` is defined, `asyncError` is an error\n// captured before the async barrier to get the original error cause\n// which may otherwise be hidden.\njQuery.Deferred.exceptionHook = function( error, asyncError ) {\n\n\t// Support: IE 8 - 9 only\n\t// Console exists when dev tools are open, which can happen at any time\n\tif ( window.console && window.console.warn && error && rerrorNames.test( error.name ) ) {\n\t\twindow.console.warn( \"jQuery.Deferred exception: \" + error.message,\n\t\t\terror.stack, asyncError );\n\t}\n};\n\n\n\n\njQuery.readyException = function( error ) {\n\twindow.setTimeout( function() {\n\t\tthrow error;\n\t} );\n};\n\n\n\n\n// The deferred used on DOM ready\nvar readyList = jQuery.Deferred();\n\njQuery.fn.ready = function( fn ) {\n\n\treadyList\n\t\t.then( fn )\n\n\t\t// Wrap jQuery.readyException in a function so that the lookup\n\t\t// happens at the time of error handling instead of callback\n\t\t// registration.\n\t\t.catch( function( error ) {\n\t\t\tjQuery.readyException( error );\n\t\t} );\n\n\treturn this;\n};\n\njQuery.extend( {\n\n\t// Is the DOM ready to be used? Set to true once it occurs.\n\tisReady: false,\n\n\t// A counter to track how many items to wait for before\n\t// the ready event fires. See trac-6781\n\treadyWait: 1,\n\n\t// Handle when the DOM is ready\n\tready: function( wait ) {\n\n\t\t// Abort if there are pending holds or we're already ready\n\t\tif ( wait === true ? --jQuery.readyWait : jQuery.isReady ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Remember that the DOM is ready\n\t\tjQuery.isReady = true;\n\n\t\t// If a normal DOM Ready event fired, decrement, and wait if need be\n\t\tif ( wait !== true && --jQuery.readyWait > 0 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// If there are functions bound, to execute\n\t\treadyList.resolveWith( document, [ jQuery ] );\n\t}\n} );\n\njQuery.ready.then = readyList.then;\n\n// The ready event handler and self cleanup method\nfunction completed() {\n\tdocument.removeEventListener( \"DOMContentLoaded\", completed );\n\twindow.removeEventListener( \"load\", completed );\n\tjQuery.ready();\n}\n\n// Catch cases where $(document).ready() is called\n// after the browser event has already occurred.\n// Support: IE <=9 - 10 only\n// Older IE sometimes signals \"interactive\" too soon\nif ( document.readyState === \"complete\" ||\n\t( document.readyState !== \"loading\" && !document.documentElement.doScroll ) ) {\n\n\t// Handle it asynchronously to allow scripts the opportunity to delay ready\n\twindow.setTimeout( jQuery.ready );\n\n} else {\n\n\t// Use the handy event callback\n\tdocument.addEventListener( \"DOMContentLoaded\", completed );\n\n\t// A fallback to window.onload, that will always work\n\twindow.addEventListener( \"load\", completed );\n}\n\n\n\n\n// Multifunctional method to get and set values of a collection\n// The value/s can optionally be executed if it's a function\nvar access = function( elems, fn, key, value, chainable, emptyGet, raw ) {\n\tvar i = 0,\n\t\tlen = elems.length,\n\t\tbulk = key == null;\n\n\t// Sets many values\n\tif ( toType( key ) === \"object\" ) {\n\t\tchainable = true;\n\t\tfor ( i in key ) {\n\t\t\taccess( elems, fn, i, key[ i ], true, emptyGet, raw );\n\t\t}\n\n\t// Sets one value\n\t} else if ( value !== undefined ) {\n\t\tchainable = true;\n\n\t\tif ( !isFunction( value ) ) {\n\t\t\traw = true;\n\t\t}\n\n\t\tif ( bulk ) {\n\n\t\t\t// Bulk operations run against the entire set\n\t\t\tif ( raw ) {\n\t\t\t\tfn.call( elems, value );\n\t\t\t\tfn = null;\n\n\t\t\t// ...except when executing function values\n\t\t\t} else {\n\t\t\t\tbulk = fn;\n\t\t\t\tfn = function( elem, _key, value ) {\n\t\t\t\t\treturn bulk.call( jQuery( elem ), value );\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tif ( fn ) {\n\t\t\tfor ( ; i < len; i++ ) {\n\t\t\t\tfn(\n\t\t\t\t\telems[ i ], key, raw ?\n\t\t\t\t\t\tvalue :\n\t\t\t\t\t\tvalue.call( elems[ i ], i, fn( elems[ i ], key ) )\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tif ( chainable ) {\n\t\treturn elems;\n\t}\n\n\t// Gets\n\tif ( bulk ) {\n\t\treturn fn.call( elems );\n\t}\n\n\treturn len ? fn( elems[ 0 ], key ) : emptyGet;\n};\n\n\n// Matches dashed string for camelizing\nvar rmsPrefix = /^-ms-/,\n\trdashAlpha = /-([a-z])/g;\n\n// Used by camelCase as callback to replace()\nfunction fcamelCase( _all, letter ) {\n\treturn letter.toUpperCase();\n}\n\n// Convert dashed to camelCase; used by the css and data modules\n// Support: IE <=9 - 11, Edge 12 - 15\n// Microsoft forgot to hump their vendor prefix (trac-9572)\nfunction camelCase( string ) {\n\treturn string.replace( rmsPrefix, \"ms-\" ).replace( rdashAlpha, fcamelCase );\n}\nvar acceptData = function( owner ) {\n\n\t// Accepts only:\n\t// - Node\n\t// - Node.ELEMENT_NODE\n\t// - Node.DOCUMENT_NODE\n\t// - Object\n\t// - Any\n\treturn owner.nodeType === 1 || owner.nodeType === 9 || !( +owner.nodeType );\n};\n\n\n\n\nfunction Data() {\n\tthis.expando = jQuery.expando + Data.uid++;\n}\n\nData.uid = 1;\n\nData.prototype = {\n\n\tcache: function( owner ) {\n\n\t\t// Check if the owner object already has a cache\n\t\tvar value = owner[ this.expando ];\n\n\t\t// If not, create one\n\t\tif ( !value ) {\n\t\t\tvalue = {};\n\n\t\t\t// We can accept data for non-element nodes in modern browsers,\n\t\t\t// but we should not, see trac-8335.\n\t\t\t// Always return an empty object.\n\t\t\tif ( acceptData( owner ) ) {\n\n\t\t\t\t// If it is a node unlikely to be stringify-ed or looped over\n\t\t\t\t// use plain assignment\n\t\t\t\tif ( owner.nodeType ) {\n\t\t\t\t\towner[ this.expando ] = value;\n\n\t\t\t\t// Otherwise secure it in a non-enumerable property\n\t\t\t\t// configurable must be true to allow the property to be\n\t\t\t\t// deleted when data is removed\n\t\t\t\t} else {\n\t\t\t\t\tObject.defineProperty( owner, this.expando, {\n\t\t\t\t\t\tvalue: value,\n\t\t\t\t\t\tconfigurable: true\n\t\t\t\t\t} );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn value;\n\t},\n\tset: function( owner, data, value ) {\n\t\tvar prop,\n\t\t\tcache = this.cache( owner );\n\n\t\t// Handle: [ owner, key, value ] args\n\t\t// Always use camelCase key (gh-2257)\n\t\tif ( typeof data === \"string\" ) {\n\t\t\tcache[ camelCase( data ) ] = value;\n\n\t\t// Handle: [ owner, { properties } ] args\n\t\t} else {\n\n\t\t\t// Copy the properties one-by-one to the cache object\n\t\t\tfor ( prop in data ) {\n\t\t\t\tcache[ camelCase( prop ) ] = data[ prop ];\n\t\t\t}\n\t\t}\n\t\treturn cache;\n\t},\n\tget: function( owner, key ) {\n\t\treturn key === undefined ?\n\t\t\tthis.cache( owner ) :\n\n\t\t\t// Always use camelCase key (gh-2257)\n\t\t\towner[ this.expando ] && owner[ this.expando ][ camelCase( key ) ];\n\t},\n\taccess: function( owner, key, value ) {\n\n\t\t// In cases where either:\n\t\t//\n\t\t// 1. No key was specified\n\t\t// 2. A string key was specified, but no value provided\n\t\t//\n\t\t// Take the \"read\" path and allow the get method to determine\n\t\t// which value to return, respectively either:\n\t\t//\n\t\t// 1. The entire cache object\n\t\t// 2. The data stored at the key\n\t\t//\n\t\tif ( key === undefined ||\n\t\t\t\t( ( key && typeof key === \"string\" ) && value === undefined ) ) {\n\n\t\t\treturn this.get( owner, key );\n\t\t}\n\n\t\t// When the key is not a string, or both a key and value\n\t\t// are specified, set or extend (existing objects) with either:\n\t\t//\n\t\t// 1. An object of properties\n\t\t// 2. A key and value\n\t\t//\n\t\tthis.set( owner, key, value );\n\n\t\t// Since the \"set\" path can have two possible entry points\n\t\t// return the expected data based on which path was taken[*]\n\t\treturn value !== undefined ? value : key;\n\t},\n\tremove: function( owner, key ) {\n\t\tvar i,\n\t\t\tcache = owner[ this.expando ];\n\n\t\tif ( cache === undefined ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( key !== undefined ) {\n\n\t\t\t// Support array or space separated string of keys\n\t\t\tif ( Array.isArray( key ) ) {\n\n\t\t\t\t// If key is an array of keys...\n\t\t\t\t// We always set camelCase keys, so remove that.\n\t\t\t\tkey = key.map( camelCase );\n\t\t\t} else {\n\t\t\t\tkey = camelCase( key );\n\n\t\t\t\t// If a key with the spaces exists, use it.\n\t\t\t\t// Otherwise, create an array by matching non-whitespace\n\t\t\t\tkey = key in cache ?\n\t\t\t\t\t[ key ] :\n\t\t\t\t\t( key.match( rnothtmlwhite ) || [] );\n\t\t\t}\n\n\t\t\ti = key.length;\n\n\t\t\twhile ( i-- ) {\n\t\t\t\tdelete cache[ key[ i ] ];\n\t\t\t}\n\t\t}\n\n\t\t// Remove the expando if there's no more data\n\t\tif ( key === undefined || jQuery.isEmptyObject( cache ) ) {\n\n\t\t\t// Support: Chrome <=35 - 45\n\t\t\t// Webkit & Blink performance suffers when deleting properties\n\t\t\t// from DOM nodes, so set to undefined instead\n\t\t\t// https://bugs.chromium.org/p/chromium/issues/detail?id=378607 (bug restricted)\n\t\t\tif ( owner.nodeType ) {\n\t\t\t\towner[ this.expando ] = undefined;\n\t\t\t} else {\n\t\t\t\tdelete owner[ this.expando ];\n\t\t\t}\n\t\t}\n\t},\n\thasData: function( owner ) {\n\t\tvar cache = owner[ this.expando ];\n\t\treturn cache !== undefined && !jQuery.isEmptyObject( cache );\n\t}\n};\nvar dataPriv = new Data();\n\nvar dataUser = new Data();\n\n\n\n//\tImplementation Summary\n//\n//\t1. Enforce API surface and semantic compatibility with 1.9.x branch\n//\t2. Improve the module's maintainability by reducing the storage\n//\t\tpaths to a single mechanism.\n//\t3. Use the same single mechanism to support \"private\" and \"user\" data.\n//\t4. _Never_ expose \"private\" data to user code (TODO: Drop _data, _removeData)\n//\t5. Avoid exposing implementation details on user objects (eg. expando properties)\n//\t6. Provide a clear path for implementation upgrade to WeakMap in 2014\n\nvar rbrace = /^(?:\\{[\\w\\W]*\\}|\\[[\\w\\W]*\\])$/,\n\trmultiDash = /[A-Z]/g;\n\nfunction getData( data ) {\n\tif ( data === \"true\" ) {\n\t\treturn true;\n\t}\n\n\tif ( data === \"false\" ) {\n\t\treturn false;\n\t}\n\n\tif ( data === \"null\" ) {\n\t\treturn null;\n\t}\n\n\t// Only convert to a number if it doesn't change the string\n\tif ( data === +data + \"\" ) {\n\t\treturn +data;\n\t}\n\n\tif ( rbrace.test( data ) ) {\n\t\treturn JSON.parse( data );\n\t}\n\n\treturn data;\n}\n\nfunction dataAttr( elem, key, data ) {\n\tvar name;\n\n\t// If nothing was found internally, try to fetch any\n\t// data from the HTML5 data-* attribute\n\tif ( data === undefined && elem.nodeType === 1 ) {\n\t\tname = \"data-\" + key.replace( rmultiDash, \"-$&\" ).toLowerCase();\n\t\tdata = elem.getAttribute( name );\n\n\t\tif ( typeof data === \"string\" ) {\n\t\t\ttry {\n\t\t\t\tdata = getData( data );\n\t\t\t} catch ( e ) {}\n\n\t\t\t// Make sure we set the data so it isn't changed later\n\t\t\tdataUser.set( elem, key, data );\n\t\t} else {\n\t\t\tdata = undefined;\n\t\t}\n\t}\n\treturn data;\n}\n\njQuery.extend( {\n\thasData: function( elem ) {\n\t\treturn dataUser.hasData( elem ) || dataPriv.hasData( elem );\n\t},\n\n\tdata: function( elem, name, data ) {\n\t\treturn dataUser.access( elem, name, data );\n\t},\n\n\tremoveData: function( elem, name ) {\n\t\tdataUser.remove( elem, name );\n\t},\n\n\t// TODO: Now that all calls to _data and _removeData have been replaced\n\t// with direct calls to dataPriv methods, these can be deprecated.\n\t_data: function( elem, name, data ) {\n\t\treturn dataPriv.access( elem, name, data );\n\t},\n\n\t_removeData: function( elem, name ) {\n\t\tdataPriv.remove( elem, name );\n\t}\n} );\n\njQuery.fn.extend( {\n\tdata: function( key, value ) {\n\t\tvar i, name, data,\n\t\t\telem = this[ 0 ],\n\t\t\tattrs = elem && elem.attributes;\n\n\t\t// Gets all values\n\t\tif ( key === undefined ) {\n\t\t\tif ( this.length ) {\n\t\t\t\tdata = dataUser.get( elem );\n\n\t\t\t\tif ( elem.nodeType === 1 && !dataPriv.get( elem, \"hasDataAttrs\" ) ) {\n\t\t\t\t\ti = attrs.length;\n\t\t\t\t\twhile ( i-- ) {\n\n\t\t\t\t\t\t// Support: IE 11 only\n\t\t\t\t\t\t// The attrs elements can be null (trac-14894)\n\t\t\t\t\t\tif ( attrs[ i ] ) {\n\t\t\t\t\t\t\tname = attrs[ i ].name;\n\t\t\t\t\t\t\tif ( name.indexOf( \"data-\" ) === 0 ) {\n\t\t\t\t\t\t\t\tname = camelCase( name.slice( 5 ) );\n\t\t\t\t\t\t\t\tdataAttr( elem, name, data[ name ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tdataPriv.set( elem, \"hasDataAttrs\", true );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn data;\n\t\t}\n\n\t\t// Sets multiple values\n\t\tif ( typeof key === \"object\" ) {\n\t\t\treturn this.each( function() {\n\t\t\t\tdataUser.set( this, key );\n\t\t\t} );\n\t\t}\n\n\t\treturn access( this, function( value ) {\n\t\t\tvar data;\n\n\t\t\t// The calling jQuery object (element matches) is not empty\n\t\t\t// (and therefore has an element appears at this[ 0 ]) and the\n\t\t\t// `value` parameter was not undefined. An empty jQuery object\n\t\t\t// will result in `undefined` for elem = this[ 0 ] which will\n\t\t\t// throw an exception if an attempt to read a data cache is made.\n\t\t\tif ( elem && value === undefined ) {\n\n\t\t\t\t// Attempt to get data from the cache\n\t\t\t\t// The key will always be camelCased in Data\n\t\t\t\tdata = dataUser.get( elem, key );\n\t\t\t\tif ( data !== undefined ) {\n\t\t\t\t\treturn data;\n\t\t\t\t}\n\n\t\t\t\t// Attempt to \"discover\" the data in\n\t\t\t\t// HTML5 custom data-* attrs\n\t\t\t\tdata = dataAttr( elem, key );\n\t\t\t\tif ( data !== undefined ) {\n\t\t\t\t\treturn data;\n\t\t\t\t}\n\n\t\t\t\t// We tried really hard, but the data doesn't exist.\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Set the data...\n\t\t\tthis.each( function() {\n\n\t\t\t\t// We always store the camelCased key\n\t\t\t\tdataUser.set( this, key, value );\n\t\t\t} );\n\t\t}, null, value, arguments.length > 1, null, true );\n\t},\n\n\tremoveData: function( key ) {\n\t\treturn this.each( function() {\n\t\t\tdataUser.remove( this, key );\n\t\t} );\n\t}\n} );\n\n\njQuery.extend( {\n\tqueue: function( elem, type, data ) {\n\t\tvar queue;\n\n\t\tif ( elem ) {\n\t\t\ttype = ( type || \"fx\" ) + \"queue\";\n\t\t\tqueue = dataPriv.get( elem, type );\n\n\t\t\t// Speed up dequeue by getting out quickly if this is just a lookup\n\t\t\tif ( data ) {\n\t\t\t\tif ( !queue || Array.isArray( data ) ) {\n\t\t\t\t\tqueue = dataPriv.access( elem, type, jQuery.makeArray( data ) );\n\t\t\t\t} else {\n\t\t\t\t\tqueue.push( data );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn queue || [];\n\t\t}\n\t},\n\n\tdequeue: function( elem, type ) {\n\t\ttype = type || \"fx\";\n\n\t\tvar queue = jQuery.queue( elem, type ),\n\t\t\tstartLength = queue.length,\n\t\t\tfn = queue.shift(),\n\t\t\thooks = jQuery._queueHooks( elem, type ),\n\t\t\tnext = function() {\n\t\t\t\tjQuery.dequeue( elem, type );\n\t\t\t};\n\n\t\t// If the fx queue is dequeued, always remove the progress sentinel\n\t\tif ( fn === \"inprogress\" ) {\n\t\t\tfn = queue.shift();\n\t\t\tstartLength--;\n\t\t}\n\n\t\tif ( fn ) {\n\n\t\t\t// Add a progress sentinel to prevent the fx queue from being\n\t\t\t// automatically dequeued\n\t\t\tif ( type === \"fx\" ) {\n\t\t\t\tqueue.unshift( \"inprogress\" );\n\t\t\t}\n\n\t\t\t// Clear up the last queue stop function\n\t\t\tdelete hooks.stop;\n\t\t\tfn.call( elem, next, hooks );\n\t\t}\n\n\t\tif ( !startLength && hooks ) {\n\t\t\thooks.empty.fire();\n\t\t}\n\t},\n\n\t// Not public - generate a queueHooks object, or return the current one\n\t_queueHooks: function( elem, type ) {\n\t\tvar key = type + \"queueHooks\";\n\t\treturn dataPriv.get( elem, key ) || dataPriv.access( elem, key, {\n\t\t\tempty: jQuery.Callbacks( \"once memory\" ).add( function() {\n\t\t\t\tdataPriv.remove( elem, [ type + \"queue\", key ] );\n\t\t\t} )\n\t\t} );\n\t}\n} );\n\njQuery.fn.extend( {\n\tqueue: function( type, data ) {\n\t\tvar setter = 2;\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tdata = type;\n\t\t\ttype = \"fx\";\n\t\t\tsetter--;\n\t\t}\n\n\t\tif ( arguments.length < setter ) {\n\t\t\treturn jQuery.queue( this[ 0 ], type );\n\t\t}\n\n\t\treturn data === undefined ?\n\t\t\tthis :\n\t\t\tthis.each( function() {\n\t\t\t\tvar queue = jQuery.queue( this, type, data );\n\n\t\t\t\t// Ensure a hooks for this queue\n\t\t\t\tjQuery._queueHooks( this, type );\n\n\t\t\t\tif ( type === \"fx\" && queue[ 0 ] !== \"inprogress\" ) {\n\t\t\t\t\tjQuery.dequeue( this, type );\n\t\t\t\t}\n\t\t\t} );\n\t},\n\tdequeue: function( type ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.dequeue( this, type );\n\t\t} );\n\t},\n\tclearQueue: function( type ) {\n\t\treturn this.queue( type || \"fx\", [] );\n\t},\n\n\t// Get a promise resolved when queues of a certain type\n\t// are emptied (fx is the type by default)\n\tpromise: function( type, obj ) {\n\t\tvar tmp,\n\t\t\tcount = 1,\n\t\t\tdefer = jQuery.Deferred(),\n\t\t\telements = this,\n\t\t\ti = this.length,\n\t\t\tresolve = function() {\n\t\t\t\tif ( !( --count ) ) {\n\t\t\t\t\tdefer.resolveWith( elements, [ elements ] );\n\t\t\t\t}\n\t\t\t};\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tobj = type;\n\t\t\ttype = undefined;\n\t\t}\n\t\ttype = type || \"fx\";\n\n\t\twhile ( i-- ) {\n\t\t\ttmp = dataPriv.get( elements[ i ], type + \"queueHooks\" );\n\t\t\tif ( tmp && tmp.empty ) {\n\t\t\t\tcount++;\n\t\t\t\ttmp.empty.add( resolve );\n\t\t\t}\n\t\t}\n\t\tresolve();\n\t\treturn defer.promise( obj );\n\t}\n} );\nvar pnum = ( /[+-]?(?:\\d*\\.|)\\d+(?:[eE][+-]?\\d+|)/ ).source;\n\nvar rcssNum = new RegExp( \"^(?:([+-])=|)(\" + pnum + \")([a-z%]*)$\", \"i\" );\n\n\nvar cssExpand = [ \"Top\", \"Right\", \"Bottom\", \"Left\" ];\n\nvar documentElement = document.documentElement;\n\n\n\n\tvar isAttached = function( elem ) {\n\t\t\treturn jQuery.contains( elem.ownerDocument, elem );\n\t\t},\n\t\tcomposed = { composed: true };\n\n\t// Support: IE 9 - 11+, Edge 12 - 18+, iOS 10.0 - 10.2 only\n\t// Check attachment across shadow DOM boundaries when possible (gh-3504)\n\t// Support: iOS 10.0-10.2 only\n\t// Early iOS 10 versions support `attachShadow` but not `getRootNode`,\n\t// leading to errors. We need to check for `getRootNode`.\n\tif ( documentElement.getRootNode ) {\n\t\tisAttached = function( elem ) {\n\t\t\treturn jQuery.contains( elem.ownerDocument, elem ) ||\n\t\t\t\telem.getRootNode( composed ) === elem.ownerDocument;\n\t\t};\n\t}\nvar isHiddenWithinTree = function( elem, el ) {\n\n\t\t// isHiddenWithinTree might be called from jQuery#filter function;\n\t\t// in that case, element will be second argument\n\t\telem = el || elem;\n\n\t\t// Inline style trumps all\n\t\treturn elem.style.display === \"none\" ||\n\t\t\telem.style.display === \"\" &&\n\n\t\t\t// Otherwise, check computed style\n\t\t\t// Support: Firefox <=43 - 45\n\t\t\t// Disconnected elements can have computed display: none, so first confirm that elem is\n\t\t\t// in the document.\n\t\t\tisAttached( elem ) &&\n\n\t\t\tjQuery.css( elem, \"display\" ) === \"none\";\n\t};\n\n\n\nfunction adjustCSS( elem, prop, valueParts, tween ) {\n\tvar adjusted, scale,\n\t\tmaxIterations = 20,\n\t\tcurrentValue = tween ?\n\t\t\tfunction() {\n\t\t\t\treturn tween.cur();\n\t\t\t} :\n\t\t\tfunction() {\n\t\t\t\treturn jQuery.css( elem, prop, \"\" );\n\t\t\t},\n\t\tinitial = currentValue(),\n\t\tunit = valueParts && valueParts[ 3 ] || ( jQuery.cssNumber[ prop ] ? \"\" : \"px\" ),\n\n\t\t// Starting value computation is required for potential unit mismatches\n\t\tinitialInUnit = elem.nodeType &&\n\t\t\t( jQuery.cssNumber[ prop ] || unit !== \"px\" && +initial ) &&\n\t\t\trcssNum.exec( jQuery.css( elem, prop ) );\n\n\tif ( initialInUnit && initialInUnit[ 3 ] !== unit ) {\n\n\t\t// Support: Firefox <=54\n\t\t// Halve the iteration target value to prevent interference from CSS upper bounds (gh-2144)\n\t\tinitial = initial / 2;\n\n\t\t// Trust units reported by jQuery.css\n\t\tunit = unit || initialInUnit[ 3 ];\n\n\t\t// Iteratively approximate from a nonzero starting point\n\t\tinitialInUnit = +initial || 1;\n\n\t\twhile ( maxIterations-- ) {\n\n\t\t\t// Evaluate and update our best guess (doubling guesses that zero out).\n\t\t\t// Finish if the scale equals or crosses 1 (making the old*new product non-positive).\n\t\t\tjQuery.style( elem, prop, initialInUnit + unit );\n\t\t\tif ( ( 1 - scale ) * ( 1 - ( scale = currentValue() / initial || 0.5 ) ) <= 0 ) {\n\t\t\t\tmaxIterations = 0;\n\t\t\t}\n\t\t\tinitialInUnit = initialInUnit / scale;\n\n\t\t}\n\n\t\tinitialInUnit = initialInUnit * 2;\n\t\tjQuery.style( elem, prop, initialInUnit + unit );\n\n\t\t// Make sure we update the tween properties later on\n\t\tvalueParts = valueParts || [];\n\t}\n\n\tif ( valueParts ) {\n\t\tinitialInUnit = +initialInUnit || +initial || 0;\n\n\t\t// Apply relative offset (+=/-=) if specified\n\t\tadjusted = valueParts[ 1 ] ?\n\t\t\tinitialInUnit + ( valueParts[ 1 ] + 1 ) * valueParts[ 2 ] :\n\t\t\t+valueParts[ 2 ];\n\t\tif ( tween ) {\n\t\t\ttween.unit = unit;\n\t\t\ttween.start = initialInUnit;\n\t\t\ttween.end = adjusted;\n\t\t}\n\t}\n\treturn adjusted;\n}\n\n\nvar defaultDisplayMap = {};\n\nfunction getDefaultDisplay( elem ) {\n\tvar temp,\n\t\tdoc = elem.ownerDocument,\n\t\tnodeName = elem.nodeName,\n\t\tdisplay = defaultDisplayMap[ nodeName ];\n\n\tif ( display ) {\n\t\treturn display;\n\t}\n\n\ttemp = doc.body.appendChild( doc.createElement( nodeName ) );\n\tdisplay = jQuery.css( temp, \"display\" );\n\n\ttemp.parentNode.removeChild( temp );\n\n\tif ( display === \"none\" ) {\n\t\tdisplay = \"block\";\n\t}\n\tdefaultDisplayMap[ nodeName ] = display;\n\n\treturn display;\n}\n\nfunction showHide( elements, show ) {\n\tvar display, elem,\n\t\tvalues = [],\n\t\tindex = 0,\n\t\tlength = elements.length;\n\n\t// Determine new display value for elements that need to change\n\tfor ( ; index < length; index++ ) {\n\t\telem = elements[ index ];\n\t\tif ( !elem.style ) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tdisplay = elem.style.display;\n\t\tif ( show ) {\n\n\t\t\t// Since we force visibility upon cascade-hidden elements, an immediate (and slow)\n\t\t\t// check is required in this first loop unless we have a nonempty display value (either\n\t\t\t// inline or about-to-be-restored)\n\t\t\tif ( display === \"none\" ) {\n\t\t\t\tvalues[ index ] = dataPriv.get( elem, \"display\" ) || null;\n\t\t\t\tif ( !values[ index ] ) {\n\t\t\t\t\telem.style.display = \"\";\n\t\t\t\t}\n\t\t\t}\n\t\t\tif ( elem.style.display === \"\" && isHiddenWithinTree( elem ) ) {\n\t\t\t\tvalues[ index ] = getDefaultDisplay( elem );\n\t\t\t}\n\t\t} else {\n\t\t\tif ( display !== \"none\" ) {\n\t\t\t\tvalues[ index ] = \"none\";\n\n\t\t\t\t// Remember what we're overwriting\n\t\t\t\tdataPriv.set( elem, \"display\", display );\n\t\t\t}\n\t\t}\n\t}\n\n\t// Set the display of the elements in a second loop to avoid constant reflow\n\tfor ( index = 0; index < length; index++ ) {\n\t\tif ( values[ index ] != null ) {\n\t\t\telements[ index ].style.display = values[ index ];\n\t\t}\n\t}\n\n\treturn elements;\n}\n\njQuery.fn.extend( {\n\tshow: function() {\n\t\treturn showHide( this, true );\n\t},\n\thide: function() {\n\t\treturn showHide( this );\n\t},\n\ttoggle: function( state ) {\n\t\tif ( typeof state === \"boolean\" ) {\n\t\t\treturn state ? this.show() : this.hide();\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tif ( isHiddenWithinTree( this ) ) {\n\t\t\t\tjQuery( this ).show();\n\t\t\t} else {\n\t\t\t\tjQuery( this ).hide();\n\t\t\t}\n\t\t} );\n\t}\n} );\nvar rcheckableType = ( /^(?:checkbox|radio)$/i );\n\nvar rtagName = ( /<([a-z][^\\/\\0>\\x20\\t\\r\\n\\f]*)/i );\n\nvar rscriptType = ( /^$|^module$|\\/(?:java|ecma)script/i );\n\n\n\n( function() {\n\tvar fragment = document.createDocumentFragment(),\n\t\tdiv = fragment.appendChild( document.createElement( \"div\" ) ),\n\t\tinput = document.createElement( \"input\" );\n\n\t// Support: Android 4.0 - 4.3 only\n\t// Check state lost if the name is set (trac-11217)\n\t// Support: Windows Web Apps (WWA)\n\t// `name` and `type` must use .setAttribute for WWA (trac-14901)\n\tinput.setAttribute( \"type\", \"radio\" );\n\tinput.setAttribute( \"checked\", \"checked\" );\n\tinput.setAttribute( \"name\", \"t\" );\n\n\tdiv.appendChild( input );\n\n\t// Support: Android <=4.1 only\n\t// Older WebKit doesn't clone checked state correctly in fragments\n\tsupport.checkClone = div.cloneNode( true ).cloneNode( true ).lastChild.checked;\n\n\t// Support: IE <=11 only\n\t// Make sure textarea (and checkbox) defaultValue is properly cloned\n\tdiv.innerHTML = \"\";\n\tsupport.noCloneChecked = !!div.cloneNode( true ).lastChild.defaultValue;\n\n\t// Support: IE <=9 only\n\t// IE <=9 replaces \";\n\tsupport.option = !!div.lastChild;\n} )();\n\n\n// We have to close these tags to support XHTML (trac-13200)\nvar wrapMap = {\n\n\t// XHTML parsers do not magically insert elements in the\n\t// same way that tag soup parsers do. So we cannot shorten\n\t// this by omitting or other required elements.\n\tthead: [ 1, \"\", \"
\" ],\n\tcol: [ 2, \"\", \"
\" ],\n\ttr: [ 2, \"\", \"
\" ],\n\ttd: [ 3, \"\", \"
\" ],\n\n\t_default: [ 0, \"\", \"\" ]\n};\n\nwrapMap.tbody = wrapMap.tfoot = wrapMap.colgroup = wrapMap.caption = wrapMap.thead;\nwrapMap.th = wrapMap.td;\n\n// Support: IE <=9 only\nif ( !support.option ) {\n\twrapMap.optgroup = wrapMap.option = [ 1, \"\" ];\n}\n\n\nfunction getAll( context, tag ) {\n\n\t// Support: IE <=9 - 11 only\n\t// Use typeof to avoid zero-argument method invocation on host objects (trac-15151)\n\tvar ret;\n\n\tif ( typeof context.getElementsByTagName !== \"undefined\" ) {\n\t\tret = context.getElementsByTagName( tag || \"*\" );\n\n\t} else if ( typeof context.querySelectorAll !== \"undefined\" ) {\n\t\tret = context.querySelectorAll( tag || \"*\" );\n\n\t} else {\n\t\tret = [];\n\t}\n\n\tif ( tag === undefined || tag && nodeName( context, tag ) ) {\n\t\treturn jQuery.merge( [ context ], ret );\n\t}\n\n\treturn ret;\n}\n\n\n// Mark scripts as having already been evaluated\nfunction setGlobalEval( elems, refElements ) {\n\tvar i = 0,\n\t\tl = elems.length;\n\n\tfor ( ; i < l; i++ ) {\n\t\tdataPriv.set(\n\t\t\telems[ i ],\n\t\t\t\"globalEval\",\n\t\t\t!refElements || dataPriv.get( refElements[ i ], \"globalEval\" )\n\t\t);\n\t}\n}\n\n\nvar rhtml = /<|&#?\\w+;/;\n\nfunction buildFragment( elems, context, scripts, selection, ignored ) {\n\tvar elem, tmp, tag, wrap, attached, j,\n\t\tfragment = context.createDocumentFragment(),\n\t\tnodes = [],\n\t\ti = 0,\n\t\tl = elems.length;\n\n\tfor ( ; i < l; i++ ) {\n\t\telem = elems[ i ];\n\n\t\tif ( elem || elem === 0 ) {\n\n\t\t\t// Add nodes directly\n\t\t\tif ( toType( elem ) === \"object\" ) {\n\n\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\tjQuery.merge( nodes, elem.nodeType ? [ elem ] : elem );\n\n\t\t\t// Convert non-html into a text node\n\t\t\t} else if ( !rhtml.test( elem ) ) {\n\t\t\t\tnodes.push( context.createTextNode( elem ) );\n\n\t\t\t// Convert html into DOM nodes\n\t\t\t} else {\n\t\t\t\ttmp = tmp || fragment.appendChild( context.createElement( \"div\" ) );\n\n\t\t\t\t// Deserialize a standard representation\n\t\t\t\ttag = ( rtagName.exec( elem ) || [ \"\", \"\" ] )[ 1 ].toLowerCase();\n\t\t\t\twrap = wrapMap[ tag ] || wrapMap._default;\n\t\t\t\ttmp.innerHTML = wrap[ 1 ] + jQuery.htmlPrefilter( elem ) + wrap[ 2 ];\n\n\t\t\t\t// Descend through wrappers to the right content\n\t\t\t\tj = wrap[ 0 ];\n\t\t\t\twhile ( j-- ) {\n\t\t\t\t\ttmp = tmp.lastChild;\n\t\t\t\t}\n\n\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\tjQuery.merge( nodes, tmp.childNodes );\n\n\t\t\t\t// Remember the top-level container\n\t\t\t\ttmp = fragment.firstChild;\n\n\t\t\t\t// Ensure the created nodes are orphaned (trac-12392)\n\t\t\t\ttmp.textContent = \"\";\n\t\t\t}\n\t\t}\n\t}\n\n\t// Remove wrapper from fragment\n\tfragment.textContent = \"\";\n\n\ti = 0;\n\twhile ( ( elem = nodes[ i++ ] ) ) {\n\n\t\t// Skip elements already in the context collection (trac-4087)\n\t\tif ( selection && jQuery.inArray( elem, selection ) > -1 ) {\n\t\t\tif ( ignored ) {\n\t\t\t\tignored.push( elem );\n\t\t\t}\n\t\t\tcontinue;\n\t\t}\n\n\t\tattached = isAttached( elem );\n\n\t\t// Append to fragment\n\t\ttmp = getAll( fragment.appendChild( elem ), \"script\" );\n\n\t\t// Preserve script evaluation history\n\t\tif ( attached ) {\n\t\t\tsetGlobalEval( tmp );\n\t\t}\n\n\t\t// Capture executables\n\t\tif ( scripts ) {\n\t\t\tj = 0;\n\t\t\twhile ( ( elem = tmp[ j++ ] ) ) {\n\t\t\t\tif ( rscriptType.test( elem.type || \"\" ) ) {\n\t\t\t\t\tscripts.push( elem );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn fragment;\n}\n\n\nvar rtypenamespace = /^([^.]*)(?:\\.(.+)|)/;\n\nfunction returnTrue() {\n\treturn true;\n}\n\nfunction returnFalse() {\n\treturn false;\n}\n\nfunction on( elem, types, selector, data, fn, one ) {\n\tvar origFn, type;\n\n\t// Types can be a map of types/handlers\n\tif ( typeof types === \"object\" ) {\n\n\t\t// ( types-Object, selector, data )\n\t\tif ( typeof selector !== \"string\" ) {\n\n\t\t\t// ( types-Object, data )\n\t\t\tdata = data || selector;\n\t\t\tselector = undefined;\n\t\t}\n\t\tfor ( type in types ) {\n\t\t\ton( elem, type, selector, data, types[ type ], one );\n\t\t}\n\t\treturn elem;\n\t}\n\n\tif ( data == null && fn == null ) {\n\n\t\t// ( types, fn )\n\t\tfn = selector;\n\t\tdata = selector = undefined;\n\t} else if ( fn == null ) {\n\t\tif ( typeof selector === \"string\" ) {\n\n\t\t\t// ( types, selector, fn )\n\t\t\tfn = data;\n\t\t\tdata = undefined;\n\t\t} else {\n\n\t\t\t// ( types, data, fn )\n\t\t\tfn = data;\n\t\t\tdata = selector;\n\t\t\tselector = undefined;\n\t\t}\n\t}\n\tif ( fn === false ) {\n\t\tfn = returnFalse;\n\t} else if ( !fn ) {\n\t\treturn elem;\n\t}\n\n\tif ( one === 1 ) {\n\t\torigFn = fn;\n\t\tfn = function( event ) {\n\n\t\t\t// Can use an empty set, since event contains the info\n\t\t\tjQuery().off( event );\n\t\t\treturn origFn.apply( this, arguments );\n\t\t};\n\n\t\t// Use same guid so caller can remove using origFn\n\t\tfn.guid = origFn.guid || ( origFn.guid = jQuery.guid++ );\n\t}\n\treturn elem.each( function() {\n\t\tjQuery.event.add( this, types, fn, data, selector );\n\t} );\n}\n\n/*\n * Helper functions for managing events -- not part of the public interface.\n * Props to Dean Edwards' addEvent library for many of the ideas.\n */\njQuery.event = {\n\n\tglobal: {},\n\n\tadd: function( elem, types, handler, data, selector ) {\n\n\t\tvar handleObjIn, eventHandle, tmp,\n\t\t\tevents, t, handleObj,\n\t\t\tspecial, handlers, type, namespaces, origType,\n\t\t\telemData = dataPriv.get( elem );\n\n\t\t// Only attach events to objects that accept data\n\t\tif ( !acceptData( elem ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Caller can pass in an object of custom data in lieu of the handler\n\t\tif ( handler.handler ) {\n\t\t\thandleObjIn = handler;\n\t\t\thandler = handleObjIn.handler;\n\t\t\tselector = handleObjIn.selector;\n\t\t}\n\n\t\t// Ensure that invalid selectors throw exceptions at attach time\n\t\t// Evaluate against documentElement in case elem is a non-element node (e.g., document)\n\t\tif ( selector ) {\n\t\t\tjQuery.find.matchesSelector( documentElement, selector );\n\t\t}\n\n\t\t// Make sure that the handler has a unique ID, used to find/remove it later\n\t\tif ( !handler.guid ) {\n\t\t\thandler.guid = jQuery.guid++;\n\t\t}\n\n\t\t// Init the element's event structure and main handler, if this is the first\n\t\tif ( !( events = elemData.events ) ) {\n\t\t\tevents = elemData.events = Object.create( null );\n\t\t}\n\t\tif ( !( eventHandle = elemData.handle ) ) {\n\t\t\teventHandle = elemData.handle = function( e ) {\n\n\t\t\t\t// Discard the second event of a jQuery.event.trigger() and\n\t\t\t\t// when an event is called after a page has unloaded\n\t\t\t\treturn typeof jQuery !== \"undefined\" && jQuery.event.triggered !== e.type ?\n\t\t\t\t\tjQuery.event.dispatch.apply( elem, arguments ) : undefined;\n\t\t\t};\n\t\t}\n\n\t\t// Handle multiple events separated by a space\n\t\ttypes = ( types || \"\" ).match( rnothtmlwhite ) || [ \"\" ];\n\t\tt = types.length;\n\t\twhile ( t-- ) {\n\t\t\ttmp = rtypenamespace.exec( types[ t ] ) || [];\n\t\t\ttype = origType = tmp[ 1 ];\n\t\t\tnamespaces = ( tmp[ 2 ] || \"\" ).split( \".\" ).sort();\n\n\t\t\t// There *must* be a type, no attaching namespace-only handlers\n\t\t\tif ( !type ) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// If event changes its type, use the special event handlers for the changed type\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\n\t\t\t// If selector defined, determine special event api type, otherwise given type\n\t\t\ttype = ( selector ? special.delegateType : special.bindType ) || type;\n\n\t\t\t// Update special based on newly reset type\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\n\t\t\t// handleObj is passed to all event handlers\n\t\t\thandleObj = jQuery.extend( {\n\t\t\t\ttype: type,\n\t\t\t\torigType: origType,\n\t\t\t\tdata: data,\n\t\t\t\thandler: handler,\n\t\t\t\tguid: handler.guid,\n\t\t\t\tselector: selector,\n\t\t\t\tneedsContext: selector && jQuery.expr.match.needsContext.test( selector ),\n\t\t\t\tnamespace: namespaces.join( \".\" )\n\t\t\t}, handleObjIn );\n\n\t\t\t// Init the event handler queue if we're the first\n\t\t\tif ( !( handlers = events[ type ] ) ) {\n\t\t\t\thandlers = events[ type ] = [];\n\t\t\t\thandlers.delegateCount = 0;\n\n\t\t\t\t// Only use addEventListener if the special events handler returns false\n\t\t\t\tif ( !special.setup ||\n\t\t\t\t\tspecial.setup.call( elem, data, namespaces, eventHandle ) === false ) {\n\n\t\t\t\t\tif ( elem.addEventListener ) {\n\t\t\t\t\t\telem.addEventListener( type, eventHandle );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif ( special.add ) {\n\t\t\t\tspecial.add.call( elem, handleObj );\n\n\t\t\t\tif ( !handleObj.handler.guid ) {\n\t\t\t\t\thandleObj.handler.guid = handler.guid;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Add to the element's handler list, delegates in front\n\t\t\tif ( selector ) {\n\t\t\t\thandlers.splice( handlers.delegateCount++, 0, handleObj );\n\t\t\t} else {\n\t\t\t\thandlers.push( handleObj );\n\t\t\t}\n\n\t\t\t// Keep track of which events have ever been used, for event optimization\n\t\t\tjQuery.event.global[ type ] = true;\n\t\t}\n\n\t},\n\n\t// Detach an event or set of events from an element\n\tremove: function( elem, types, handler, selector, mappedTypes ) {\n\n\t\tvar j, origCount, tmp,\n\t\t\tevents, t, handleObj,\n\t\t\tspecial, handlers, type, namespaces, origType,\n\t\t\telemData = dataPriv.hasData( elem ) && dataPriv.get( elem );\n\n\t\tif ( !elemData || !( events = elemData.events ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Once for each type.namespace in types; type may be omitted\n\t\ttypes = ( types || \"\" ).match( rnothtmlwhite ) || [ \"\" ];\n\t\tt = types.length;\n\t\twhile ( t-- ) {\n\t\t\ttmp = rtypenamespace.exec( types[ t ] ) || [];\n\t\t\ttype = origType = tmp[ 1 ];\n\t\t\tnamespaces = ( tmp[ 2 ] || \"\" ).split( \".\" ).sort();\n\n\t\t\t// Unbind all events (on this namespace, if provided) for the element\n\t\t\tif ( !type ) {\n\t\t\t\tfor ( type in events ) {\n\t\t\t\t\tjQuery.event.remove( elem, type + types[ t ], handler, selector, true );\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\t\t\ttype = ( selector ? special.delegateType : special.bindType ) || type;\n\t\t\thandlers = events[ type ] || [];\n\t\t\ttmp = tmp[ 2 ] &&\n\t\t\t\tnew RegExp( \"(^|\\\\.)\" + namespaces.join( \"\\\\.(?:.*\\\\.|)\" ) + \"(\\\\.|$)\" );\n\n\t\t\t// Remove matching events\n\t\t\torigCount = j = handlers.length;\n\t\t\twhile ( j-- ) {\n\t\t\t\thandleObj = handlers[ j ];\n\n\t\t\t\tif ( ( mappedTypes || origType === handleObj.origType ) &&\n\t\t\t\t\t( !handler || handler.guid === handleObj.guid ) &&\n\t\t\t\t\t( !tmp || tmp.test( handleObj.namespace ) ) &&\n\t\t\t\t\t( !selector || selector === handleObj.selector ||\n\t\t\t\t\t\tselector === \"**\" && handleObj.selector ) ) {\n\t\t\t\t\thandlers.splice( j, 1 );\n\n\t\t\t\t\tif ( handleObj.selector ) {\n\t\t\t\t\t\thandlers.delegateCount--;\n\t\t\t\t\t}\n\t\t\t\t\tif ( special.remove ) {\n\t\t\t\t\t\tspecial.remove.call( elem, handleObj );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Remove generic event handler if we removed something and no more handlers exist\n\t\t\t// (avoids potential for endless recursion during removal of special event handlers)\n\t\t\tif ( origCount && !handlers.length ) {\n\t\t\t\tif ( !special.teardown ||\n\t\t\t\t\tspecial.teardown.call( elem, namespaces, elemData.handle ) === false ) {\n\n\t\t\t\t\tjQuery.removeEvent( elem, type, elemData.handle );\n\t\t\t\t}\n\n\t\t\t\tdelete events[ type ];\n\t\t\t}\n\t\t}\n\n\t\t// Remove data and the expando if it's no longer used\n\t\tif ( jQuery.isEmptyObject( events ) ) {\n\t\t\tdataPriv.remove( elem, \"handle events\" );\n\t\t}\n\t},\n\n\tdispatch: function( nativeEvent ) {\n\n\t\tvar i, j, ret, matched, handleObj, handlerQueue,\n\t\t\targs = new Array( arguments.length ),\n\n\t\t\t// Make a writable jQuery.Event from the native event object\n\t\t\tevent = jQuery.event.fix( nativeEvent ),\n\n\t\t\thandlers = (\n\t\t\t\tdataPriv.get( this, \"events\" ) || Object.create( null )\n\t\t\t)[ event.type ] || [],\n\t\t\tspecial = jQuery.event.special[ event.type ] || {};\n\n\t\t// Use the fix-ed jQuery.Event rather than the (read-only) native event\n\t\targs[ 0 ] = event;\n\n\t\tfor ( i = 1; i < arguments.length; i++ ) {\n\t\t\targs[ i ] = arguments[ i ];\n\t\t}\n\n\t\tevent.delegateTarget = this;\n\n\t\t// Call the preDispatch hook for the mapped type, and let it bail if desired\n\t\tif ( special.preDispatch && special.preDispatch.call( this, event ) === false ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Determine handlers\n\t\thandlerQueue = jQuery.event.handlers.call( this, event, handlers );\n\n\t\t// Run delegates first; they may want to stop propagation beneath us\n\t\ti = 0;\n\t\twhile ( ( matched = handlerQueue[ i++ ] ) && !event.isPropagationStopped() ) {\n\t\t\tevent.currentTarget = matched.elem;\n\n\t\t\tj = 0;\n\t\t\twhile ( ( handleObj = matched.handlers[ j++ ] ) &&\n\t\t\t\t!event.isImmediatePropagationStopped() ) {\n\n\t\t\t\t// If the event is namespaced, then each handler is only invoked if it is\n\t\t\t\t// specially universal or its namespaces are a superset of the event's.\n\t\t\t\tif ( !event.rnamespace || handleObj.namespace === false ||\n\t\t\t\t\tevent.rnamespace.test( handleObj.namespace ) ) {\n\n\t\t\t\t\tevent.handleObj = handleObj;\n\t\t\t\t\tevent.data = handleObj.data;\n\n\t\t\t\t\tret = ( ( jQuery.event.special[ handleObj.origType ] || {} ).handle ||\n\t\t\t\t\t\thandleObj.handler ).apply( matched.elem, args );\n\n\t\t\t\t\tif ( ret !== undefined ) {\n\t\t\t\t\t\tif ( ( event.result = ret ) === false ) {\n\t\t\t\t\t\t\tevent.preventDefault();\n\t\t\t\t\t\t\tevent.stopPropagation();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Call the postDispatch hook for the mapped type\n\t\tif ( special.postDispatch ) {\n\t\t\tspecial.postDispatch.call( this, event );\n\t\t}\n\n\t\treturn event.result;\n\t},\n\n\thandlers: function( event, handlers ) {\n\t\tvar i, handleObj, sel, matchedHandlers, matchedSelectors,\n\t\t\thandlerQueue = [],\n\t\t\tdelegateCount = handlers.delegateCount,\n\t\t\tcur = event.target;\n\n\t\t// Find delegate handlers\n\t\tif ( delegateCount &&\n\n\t\t\t// Support: IE <=9\n\t\t\t// Black-hole SVG instance trees (trac-13180)\n\t\t\tcur.nodeType &&\n\n\t\t\t// Support: Firefox <=42\n\t\t\t// Suppress spec-violating clicks indicating a non-primary pointer button (trac-3861)\n\t\t\t// https://www.w3.org/TR/DOM-Level-3-Events/#event-type-click\n\t\t\t// Support: IE 11 only\n\t\t\t// ...but not arrow key \"clicks\" of radio inputs, which can have `button` -1 (gh-2343)\n\t\t\t!( event.type === \"click\" && event.button >= 1 ) ) {\n\n\t\t\tfor ( ; cur !== this; cur = cur.parentNode || this ) {\n\n\t\t\t\t// Don't check non-elements (trac-13208)\n\t\t\t\t// Don't process clicks on disabled elements (trac-6911, trac-8165, trac-11382, trac-11764)\n\t\t\t\tif ( cur.nodeType === 1 && !( event.type === \"click\" && cur.disabled === true ) ) {\n\t\t\t\t\tmatchedHandlers = [];\n\t\t\t\t\tmatchedSelectors = {};\n\t\t\t\t\tfor ( i = 0; i < delegateCount; i++ ) {\n\t\t\t\t\t\thandleObj = handlers[ i ];\n\n\t\t\t\t\t\t// Don't conflict with Object.prototype properties (trac-13203)\n\t\t\t\t\t\tsel = handleObj.selector + \" \";\n\n\t\t\t\t\t\tif ( matchedSelectors[ sel ] === undefined ) {\n\t\t\t\t\t\t\tmatchedSelectors[ sel ] = handleObj.needsContext ?\n\t\t\t\t\t\t\t\tjQuery( sel, this ).index( cur ) > -1 :\n\t\t\t\t\t\t\t\tjQuery.find( sel, this, null, [ cur ] ).length;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ( matchedSelectors[ sel ] ) {\n\t\t\t\t\t\t\tmatchedHandlers.push( handleObj );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ( matchedHandlers.length ) {\n\t\t\t\t\t\thandlerQueue.push( { elem: cur, handlers: matchedHandlers } );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Add the remaining (directly-bound) handlers\n\t\tcur = this;\n\t\tif ( delegateCount < handlers.length ) {\n\t\t\thandlerQueue.push( { elem: cur, handlers: handlers.slice( delegateCount ) } );\n\t\t}\n\n\t\treturn handlerQueue;\n\t},\n\n\taddProp: function( name, hook ) {\n\t\tObject.defineProperty( jQuery.Event.prototype, name, {\n\t\t\tenumerable: true,\n\t\t\tconfigurable: true,\n\n\t\t\tget: isFunction( hook ) ?\n\t\t\t\tfunction() {\n\t\t\t\t\tif ( this.originalEvent ) {\n\t\t\t\t\t\treturn hook( this.originalEvent );\n\t\t\t\t\t}\n\t\t\t\t} :\n\t\t\t\tfunction() {\n\t\t\t\t\tif ( this.originalEvent ) {\n\t\t\t\t\t\treturn this.originalEvent[ name ];\n\t\t\t\t\t}\n\t\t\t\t},\n\n\t\t\tset: function( value ) {\n\t\t\t\tObject.defineProperty( this, name, {\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t\tvalue: value\n\t\t\t\t} );\n\t\t\t}\n\t\t} );\n\t},\n\n\tfix: function( originalEvent ) {\n\t\treturn originalEvent[ jQuery.expando ] ?\n\t\t\toriginalEvent :\n\t\t\tnew jQuery.Event( originalEvent );\n\t},\n\n\tspecial: {\n\t\tload: {\n\n\t\t\t// Prevent triggered image.load events from bubbling to window.load\n\t\t\tnoBubble: true\n\t\t},\n\t\tclick: {\n\n\t\t\t// Utilize native event to ensure correct state for checkable inputs\n\t\t\tsetup: function( data ) {\n\n\t\t\t\t// For mutual compressibility with _default, replace `this` access with a local var.\n\t\t\t\t// `|| data` is dead code meant only to preserve the variable through minification.\n\t\t\t\tvar el = this || data;\n\n\t\t\t\t// Claim the first handler\n\t\t\t\tif ( rcheckableType.test( el.type ) &&\n\t\t\t\t\tel.click && nodeName( el, \"input\" ) ) {\n\n\t\t\t\t\t// dataPriv.set( el, \"click\", ... )\n\t\t\t\t\tleverageNative( el, \"click\", true );\n\t\t\t\t}\n\n\t\t\t\t// Return false to allow normal processing in the caller\n\t\t\t\treturn false;\n\t\t\t},\n\t\t\ttrigger: function( data ) {\n\n\t\t\t\t// For mutual compressibility with _default, replace `this` access with a local var.\n\t\t\t\t// `|| data` is dead code meant only to preserve the variable through minification.\n\t\t\t\tvar el = this || data;\n\n\t\t\t\t// Force setup before triggering a click\n\t\t\t\tif ( rcheckableType.test( el.type ) &&\n\t\t\t\t\tel.click && nodeName( el, \"input\" ) ) {\n\n\t\t\t\t\tleverageNative( el, \"click\" );\n\t\t\t\t}\n\n\t\t\t\t// Return non-false to allow normal event-path propagation\n\t\t\t\treturn true;\n\t\t\t},\n\n\t\t\t// For cross-browser consistency, suppress native .click() on links\n\t\t\t// Also prevent it if we're currently inside a leveraged native-event stack\n\t\t\t_default: function( event ) {\n\t\t\t\tvar target = event.target;\n\t\t\t\treturn rcheckableType.test( target.type ) &&\n\t\t\t\t\ttarget.click && nodeName( target, \"input\" ) &&\n\t\t\t\t\tdataPriv.get( target, \"click\" ) ||\n\t\t\t\t\tnodeName( target, \"a\" );\n\t\t\t}\n\t\t},\n\n\t\tbeforeunload: {\n\t\t\tpostDispatch: function( event ) {\n\n\t\t\t\t// Support: Firefox 20+\n\t\t\t\t// Firefox doesn't alert if the returnValue field is not set.\n\t\t\t\tif ( event.result !== undefined && event.originalEvent ) {\n\t\t\t\t\tevent.originalEvent.returnValue = event.result;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n};\n\n// Ensure the presence of an event listener that handles manually-triggered\n// synthetic events by interrupting progress until reinvoked in response to\n// *native* events that it fires directly, ensuring that state changes have\n// already occurred before other listeners are invoked.\nfunction leverageNative( el, type, isSetup ) {\n\n\t// Missing `isSetup` indicates a trigger call, which must force setup through jQuery.event.add\n\tif ( !isSetup ) {\n\t\tif ( dataPriv.get( el, type ) === undefined ) {\n\t\t\tjQuery.event.add( el, type, returnTrue );\n\t\t}\n\t\treturn;\n\t}\n\n\t// Register the controller as a special universal handler for all event namespaces\n\tdataPriv.set( el, type, false );\n\tjQuery.event.add( el, type, {\n\t\tnamespace: false,\n\t\thandler: function( event ) {\n\t\t\tvar result,\n\t\t\t\tsaved = dataPriv.get( this, type );\n\n\t\t\tif ( ( event.isTrigger & 1 ) && this[ type ] ) {\n\n\t\t\t\t// Interrupt processing of the outer synthetic .trigger()ed event\n\t\t\t\tif ( !saved ) {\n\n\t\t\t\t\t// Store arguments for use when handling the inner native event\n\t\t\t\t\t// There will always be at least one argument (an event object), so this array\n\t\t\t\t\t// will not be confused with a leftover capture object.\n\t\t\t\t\tsaved = slice.call( arguments );\n\t\t\t\t\tdataPriv.set( this, type, saved );\n\n\t\t\t\t\t// Trigger the native event and capture its result\n\t\t\t\t\tthis[ type ]();\n\t\t\t\t\tresult = dataPriv.get( this, type );\n\t\t\t\t\tdataPriv.set( this, type, false );\n\n\t\t\t\t\tif ( saved !== result ) {\n\n\t\t\t\t\t\t// Cancel the outer synthetic event\n\t\t\t\t\t\tevent.stopImmediatePropagation();\n\t\t\t\t\t\tevent.preventDefault();\n\n\t\t\t\t\t\treturn result;\n\t\t\t\t\t}\n\n\t\t\t\t// If this is an inner synthetic event for an event with a bubbling surrogate\n\t\t\t\t// (focus or blur), assume that the surrogate already propagated from triggering\n\t\t\t\t// the native event and prevent that from happening again here.\n\t\t\t\t// This technically gets the ordering wrong w.r.t. to `.trigger()` (in which the\n\t\t\t\t// bubbling surrogate propagates *after* the non-bubbling base), but that seems\n\t\t\t\t// less bad than duplication.\n\t\t\t\t} else if ( ( jQuery.event.special[ type ] || {} ).delegateType ) {\n\t\t\t\t\tevent.stopPropagation();\n\t\t\t\t}\n\n\t\t\t// If this is a native event triggered above, everything is now in order\n\t\t\t// Fire an inner synthetic event with the original arguments\n\t\t\t} else if ( saved ) {\n\n\t\t\t\t// ...and capture the result\n\t\t\t\tdataPriv.set( this, type, jQuery.event.trigger(\n\t\t\t\t\tsaved[ 0 ],\n\t\t\t\t\tsaved.slice( 1 ),\n\t\t\t\t\tthis\n\t\t\t\t) );\n\n\t\t\t\t// Abort handling of the native event by all jQuery handlers while allowing\n\t\t\t\t// native handlers on the same element to run. On target, this is achieved\n\t\t\t\t// by stopping immediate propagation just on the jQuery event. However,\n\t\t\t\t// the native event is re-wrapped by a jQuery one on each level of the\n\t\t\t\t// propagation so the only way to stop it for jQuery is to stop it for\n\t\t\t\t// everyone via native `stopPropagation()`. This is not a problem for\n\t\t\t\t// focus/blur which don't bubble, but it does also stop click on checkboxes\n\t\t\t\t// and radios. We accept this limitation.\n\t\t\t\tevent.stopPropagation();\n\t\t\t\tevent.isImmediatePropagationStopped = returnTrue;\n\t\t\t}\n\t\t}\n\t} );\n}\n\njQuery.removeEvent = function( elem, type, handle ) {\n\n\t// This \"if\" is needed for plain objects\n\tif ( elem.removeEventListener ) {\n\t\telem.removeEventListener( type, handle );\n\t}\n};\n\njQuery.Event = function( src, props ) {\n\n\t// Allow instantiation without the 'new' keyword\n\tif ( !( this instanceof jQuery.Event ) ) {\n\t\treturn new jQuery.Event( src, props );\n\t}\n\n\t// Event object\n\tif ( src && src.type ) {\n\t\tthis.originalEvent = src;\n\t\tthis.type = src.type;\n\n\t\t// Events bubbling up the document may have been marked as prevented\n\t\t// by a handler lower down the tree; reflect the correct value.\n\t\tthis.isDefaultPrevented = src.defaultPrevented ||\n\t\t\t\tsrc.defaultPrevented === undefined &&\n\n\t\t\t\t// Support: Android <=2.3 only\n\t\t\t\tsrc.returnValue === false ?\n\t\t\treturnTrue :\n\t\t\treturnFalse;\n\n\t\t// Create target properties\n\t\t// Support: Safari <=6 - 7 only\n\t\t// Target should not be a text node (trac-504, trac-13143)\n\t\tthis.target = ( src.target && src.target.nodeType === 3 ) ?\n\t\t\tsrc.target.parentNode :\n\t\t\tsrc.target;\n\n\t\tthis.currentTarget = src.currentTarget;\n\t\tthis.relatedTarget = src.relatedTarget;\n\n\t// Event type\n\t} else {\n\t\tthis.type = src;\n\t}\n\n\t// Put explicitly provided properties onto the event object\n\tif ( props ) {\n\t\tjQuery.extend( this, props );\n\t}\n\n\t// Create a timestamp if incoming event doesn't have one\n\tthis.timeStamp = src && src.timeStamp || Date.now();\n\n\t// Mark it as fixed\n\tthis[ jQuery.expando ] = true;\n};\n\n// jQuery.Event is based on DOM3 Events as specified by the ECMAScript Language Binding\n// https://www.w3.org/TR/2003/WD-DOM-Level-3-Events-20030331/ecma-script-binding.html\njQuery.Event.prototype = {\n\tconstructor: jQuery.Event,\n\tisDefaultPrevented: returnFalse,\n\tisPropagationStopped: returnFalse,\n\tisImmediatePropagationStopped: returnFalse,\n\tisSimulated: false,\n\n\tpreventDefault: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isDefaultPrevented = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.preventDefault();\n\t\t}\n\t},\n\tstopPropagation: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isPropagationStopped = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.stopPropagation();\n\t\t}\n\t},\n\tstopImmediatePropagation: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isImmediatePropagationStopped = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.stopImmediatePropagation();\n\t\t}\n\n\t\tthis.stopPropagation();\n\t}\n};\n\n// Includes all common event props including KeyEvent and MouseEvent specific props\njQuery.each( {\n\taltKey: true,\n\tbubbles: true,\n\tcancelable: true,\n\tchangedTouches: true,\n\tctrlKey: true,\n\tdetail: true,\n\teventPhase: true,\n\tmetaKey: true,\n\tpageX: true,\n\tpageY: true,\n\tshiftKey: true,\n\tview: true,\n\t\"char\": true,\n\tcode: true,\n\tcharCode: true,\n\tkey: true,\n\tkeyCode: true,\n\tbutton: true,\n\tbuttons: true,\n\tclientX: true,\n\tclientY: true,\n\toffsetX: true,\n\toffsetY: true,\n\tpointerId: true,\n\tpointerType: true,\n\tscreenX: true,\n\tscreenY: true,\n\ttargetTouches: true,\n\ttoElement: true,\n\ttouches: true,\n\twhich: true\n}, jQuery.event.addProp );\n\njQuery.each( { focus: \"focusin\", blur: \"focusout\" }, function( type, delegateType ) {\n\n\tfunction focusMappedHandler( nativeEvent ) {\n\t\tif ( document.documentMode ) {\n\n\t\t\t// Support: IE 11+\n\t\t\t// Attach a single focusin/focusout handler on the document while someone wants\n\t\t\t// focus/blur. This is because the former are synchronous in IE while the latter\n\t\t\t// are async. In other browsers, all those handlers are invoked synchronously.\n\n\t\t\t// `handle` from private data would already wrap the event, but we need\n\t\t\t// to change the `type` here.\n\t\t\tvar handle = dataPriv.get( this, \"handle\" ),\n\t\t\t\tevent = jQuery.event.fix( nativeEvent );\n\t\t\tevent.type = nativeEvent.type === \"focusin\" ? \"focus\" : \"blur\";\n\t\t\tevent.isSimulated = true;\n\n\t\t\t// First, handle focusin/focusout\n\t\t\thandle( nativeEvent );\n\n\t\t\t// ...then, handle focus/blur\n\t\t\t//\n\t\t\t// focus/blur don't bubble while focusin/focusout do; simulate the former by only\n\t\t\t// invoking the handler at the lower level.\n\t\t\tif ( event.target === event.currentTarget ) {\n\n\t\t\t\t// The setup part calls `leverageNative`, which, in turn, calls\n\t\t\t\t// `jQuery.event.add`, so event handle will already have been set\n\t\t\t\t// by this point.\n\t\t\t\thandle( event );\n\t\t\t}\n\t\t} else {\n\n\t\t\t// For non-IE browsers, attach a single capturing handler on the document\n\t\t\t// while someone wants focusin/focusout.\n\t\t\tjQuery.event.simulate( delegateType, nativeEvent.target,\n\t\t\t\tjQuery.event.fix( nativeEvent ) );\n\t\t}\n\t}\n\n\tjQuery.event.special[ type ] = {\n\n\t\t// Utilize native event if possible so blur/focus sequence is correct\n\t\tsetup: function() {\n\n\t\t\tvar attaches;\n\n\t\t\t// Claim the first handler\n\t\t\t// dataPriv.set( this, \"focus\", ... )\n\t\t\t// dataPriv.set( this, \"blur\", ... )\n\t\t\tleverageNative( this, type, true );\n\n\t\t\tif ( document.documentMode ) {\n\n\t\t\t\t// Support: IE 9 - 11+\n\t\t\t\t// We use the same native handler for focusin & focus (and focusout & blur)\n\t\t\t\t// so we need to coordinate setup & teardown parts between those events.\n\t\t\t\t// Use `delegateType` as the key as `type` is already used by `leverageNative`.\n\t\t\t\tattaches = dataPriv.get( this, delegateType );\n\t\t\t\tif ( !attaches ) {\n\t\t\t\t\tthis.addEventListener( delegateType, focusMappedHandler );\n\t\t\t\t}\n\t\t\t\tdataPriv.set( this, delegateType, ( attaches || 0 ) + 1 );\n\t\t\t} else {\n\n\t\t\t\t// Return false to allow normal processing in the caller\n\t\t\t\treturn false;\n\t\t\t}\n\t\t},\n\t\ttrigger: function() {\n\n\t\t\t// Force setup before trigger\n\t\t\tleverageNative( this, type );\n\n\t\t\t// Return non-false to allow normal event-path propagation\n\t\t\treturn true;\n\t\t},\n\n\t\tteardown: function() {\n\t\t\tvar attaches;\n\n\t\t\tif ( document.documentMode ) {\n\t\t\t\tattaches = dataPriv.get( this, delegateType ) - 1;\n\t\t\t\tif ( !attaches ) {\n\t\t\t\t\tthis.removeEventListener( delegateType, focusMappedHandler );\n\t\t\t\t\tdataPriv.remove( this, delegateType );\n\t\t\t\t} else {\n\t\t\t\t\tdataPriv.set( this, delegateType, attaches );\n\t\t\t\t}\n\t\t\t} else {\n\n\t\t\t\t// Return false to indicate standard teardown should be applied\n\t\t\t\treturn false;\n\t\t\t}\n\t\t},\n\n\t\t// Suppress native focus or blur if we're currently inside\n\t\t// a leveraged native-event stack\n\t\t_default: function( event ) {\n\t\t\treturn dataPriv.get( event.target, type );\n\t\t},\n\n\t\tdelegateType: delegateType\n\t};\n\n\t// Support: Firefox <=44\n\t// Firefox doesn't have focus(in | out) events\n\t// Related ticket - https://bugzilla.mozilla.org/show_bug.cgi?id=687787\n\t//\n\t// Support: Chrome <=48 - 49, Safari <=9.0 - 9.1\n\t// focus(in | out) events fire after focus & blur events,\n\t// which is spec violation - http://www.w3.org/TR/DOM-Level-3-Events/#events-focusevent-event-order\n\t// Related ticket - https://bugs.chromium.org/p/chromium/issues/detail?id=449857\n\t//\n\t// Support: IE 9 - 11+\n\t// To preserve relative focusin/focus & focusout/blur event order guaranteed on the 3.x branch,\n\t// attach a single handler for both events in IE.\n\tjQuery.event.special[ delegateType ] = {\n\t\tsetup: function() {\n\n\t\t\t// Handle: regular nodes (via `this.ownerDocument`), window\n\t\t\t// (via `this.document`) & document (via `this`).\n\t\t\tvar doc = this.ownerDocument || this.document || this,\n\t\t\t\tdataHolder = document.documentMode ? this : doc,\n\t\t\t\tattaches = dataPriv.get( dataHolder, delegateType );\n\n\t\t\t// Support: IE 9 - 11+\n\t\t\t// We use the same native handler for focusin & focus (and focusout & blur)\n\t\t\t// so we need to coordinate setup & teardown parts between those events.\n\t\t\t// Use `delegateType` as the key as `type` is already used by `leverageNative`.\n\t\t\tif ( !attaches ) {\n\t\t\t\tif ( document.documentMode ) {\n\t\t\t\t\tthis.addEventListener( delegateType, focusMappedHandler );\n\t\t\t\t} else {\n\t\t\t\t\tdoc.addEventListener( type, focusMappedHandler, true );\n\t\t\t\t}\n\t\t\t}\n\t\t\tdataPriv.set( dataHolder, delegateType, ( attaches || 0 ) + 1 );\n\t\t},\n\t\tteardown: function() {\n\t\t\tvar doc = this.ownerDocument || this.document || this,\n\t\t\t\tdataHolder = document.documentMode ? this : doc,\n\t\t\t\tattaches = dataPriv.get( dataHolder, delegateType ) - 1;\n\n\t\t\tif ( !attaches ) {\n\t\t\t\tif ( document.documentMode ) {\n\t\t\t\t\tthis.removeEventListener( delegateType, focusMappedHandler );\n\t\t\t\t} else {\n\t\t\t\t\tdoc.removeEventListener( type, focusMappedHandler, true );\n\t\t\t\t}\n\t\t\t\tdataPriv.remove( dataHolder, delegateType );\n\t\t\t} else {\n\t\t\t\tdataPriv.set( dataHolder, delegateType, attaches );\n\t\t\t}\n\t\t}\n\t};\n} );\n\n// Create mouseenter/leave events using mouseover/out and event-time checks\n// so that event delegation works in jQuery.\n// Do the same for pointerenter/pointerleave and pointerover/pointerout\n//\n// Support: Safari 7 only\n// Safari sends mouseenter too often; see:\n// https://bugs.chromium.org/p/chromium/issues/detail?id=470258\n// for the description of the bug (it existed in older Chrome versions as well).\njQuery.each( {\n\tmouseenter: \"mouseover\",\n\tmouseleave: \"mouseout\",\n\tpointerenter: \"pointerover\",\n\tpointerleave: \"pointerout\"\n}, function( orig, fix ) {\n\tjQuery.event.special[ orig ] = {\n\t\tdelegateType: fix,\n\t\tbindType: fix,\n\n\t\thandle: function( event ) {\n\t\t\tvar ret,\n\t\t\t\ttarget = this,\n\t\t\t\trelated = event.relatedTarget,\n\t\t\t\thandleObj = event.handleObj;\n\n\t\t\t// For mouseenter/leave call the handler if related is outside the target.\n\t\t\t// NB: No relatedTarget if the mouse left/entered the browser window\n\t\t\tif ( !related || ( related !== target && !jQuery.contains( target, related ) ) ) {\n\t\t\t\tevent.type = handleObj.origType;\n\t\t\t\tret = handleObj.handler.apply( this, arguments );\n\t\t\t\tevent.type = fix;\n\t\t\t}\n\t\t\treturn ret;\n\t\t}\n\t};\n} );\n\njQuery.fn.extend( {\n\n\ton: function( types, selector, data, fn ) {\n\t\treturn on( this, types, selector, data, fn );\n\t},\n\tone: function( types, selector, data, fn ) {\n\t\treturn on( this, types, selector, data, fn, 1 );\n\t},\n\toff: function( types, selector, fn ) {\n\t\tvar handleObj, type;\n\t\tif ( types && types.preventDefault && types.handleObj ) {\n\n\t\t\t// ( event ) dispatched jQuery.Event\n\t\t\thandleObj = types.handleObj;\n\t\t\tjQuery( types.delegateTarget ).off(\n\t\t\t\thandleObj.namespace ?\n\t\t\t\t\thandleObj.origType + \".\" + handleObj.namespace :\n\t\t\t\t\thandleObj.origType,\n\t\t\t\thandleObj.selector,\n\t\t\t\thandleObj.handler\n\t\t\t);\n\t\t\treturn this;\n\t\t}\n\t\tif ( typeof types === \"object\" ) {\n\n\t\t\t// ( types-object [, selector] )\n\t\t\tfor ( type in types ) {\n\t\t\t\tthis.off( type, selector, types[ type ] );\n\t\t\t}\n\t\t\treturn this;\n\t\t}\n\t\tif ( selector === false || typeof selector === \"function\" ) {\n\n\t\t\t// ( types [, fn] )\n\t\t\tfn = selector;\n\t\t\tselector = undefined;\n\t\t}\n\t\tif ( fn === false ) {\n\t\t\tfn = returnFalse;\n\t\t}\n\t\treturn this.each( function() {\n\t\t\tjQuery.event.remove( this, types, fn, selector );\n\t\t} );\n\t}\n} );\n\n\nvar\n\n\t// Support: IE <=10 - 11, Edge 12 - 13 only\n\t// In IE/Edge using regex groups here causes severe slowdowns.\n\t// See https://connect.microsoft.com/IE/feedback/details/1736512/\n\trnoInnerhtml = /\\s*$/g;\n\n// Prefer a tbody over its parent table for containing new rows\nfunction manipulationTarget( elem, content ) {\n\tif ( nodeName( elem, \"table\" ) &&\n\t\tnodeName( content.nodeType !== 11 ? content : content.firstChild, \"tr\" ) ) {\n\n\t\treturn jQuery( elem ).children( \"tbody\" )[ 0 ] || elem;\n\t}\n\n\treturn elem;\n}\n\n// Replace/restore the type attribute of script elements for safe DOM manipulation\nfunction disableScript( elem ) {\n\telem.type = ( elem.getAttribute( \"type\" ) !== null ) + \"/\" + elem.type;\n\treturn elem;\n}\nfunction restoreScript( elem ) {\n\tif ( ( elem.type || \"\" ).slice( 0, 5 ) === \"true/\" ) {\n\t\telem.type = elem.type.slice( 5 );\n\t} else {\n\t\telem.removeAttribute( \"type\" );\n\t}\n\n\treturn elem;\n}\n\nfunction cloneCopyEvent( src, dest ) {\n\tvar i, l, type, pdataOld, udataOld, udataCur, events;\n\n\tif ( dest.nodeType !== 1 ) {\n\t\treturn;\n\t}\n\n\t// 1. Copy private data: events, handlers, etc.\n\tif ( dataPriv.hasData( src ) ) {\n\t\tpdataOld = dataPriv.get( src );\n\t\tevents = pdataOld.events;\n\n\t\tif ( events ) {\n\t\t\tdataPriv.remove( dest, \"handle events\" );\n\n\t\t\tfor ( type in events ) {\n\t\t\t\tfor ( i = 0, l = events[ type ].length; i < l; i++ ) {\n\t\t\t\t\tjQuery.event.add( dest, type, events[ type ][ i ] );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// 2. Copy user data\n\tif ( dataUser.hasData( src ) ) {\n\t\tudataOld = dataUser.access( src );\n\t\tudataCur = jQuery.extend( {}, udataOld );\n\n\t\tdataUser.set( dest, udataCur );\n\t}\n}\n\n// Fix IE bugs, see support tests\nfunction fixInput( src, dest ) {\n\tvar nodeName = dest.nodeName.toLowerCase();\n\n\t// Fails to persist the checked state of a cloned checkbox or radio button.\n\tif ( nodeName === \"input\" && rcheckableType.test( src.type ) ) {\n\t\tdest.checked = src.checked;\n\n\t// Fails to return the selected option to the default selected state when cloning options\n\t} else if ( nodeName === \"input\" || nodeName === \"textarea\" ) {\n\t\tdest.defaultValue = src.defaultValue;\n\t}\n}\n\nfunction domManip( collection, args, callback, ignored ) {\n\n\t// Flatten any nested arrays\n\targs = flat( args );\n\n\tvar fragment, first, scripts, hasScripts, node, doc,\n\t\ti = 0,\n\t\tl = collection.length,\n\t\tiNoClone = l - 1,\n\t\tvalue = args[ 0 ],\n\t\tvalueIsFunction = isFunction( value );\n\n\t// We can't cloneNode fragments that contain checked, in WebKit\n\tif ( valueIsFunction ||\n\t\t\t( l > 1 && typeof value === \"string\" &&\n\t\t\t\t!support.checkClone && rchecked.test( value ) ) ) {\n\t\treturn collection.each( function( index ) {\n\t\t\tvar self = collection.eq( index );\n\t\t\tif ( valueIsFunction ) {\n\t\t\t\targs[ 0 ] = value.call( this, index, self.html() );\n\t\t\t}\n\t\t\tdomManip( self, args, callback, ignored );\n\t\t} );\n\t}\n\n\tif ( l ) {\n\t\tfragment = buildFragment( args, collection[ 0 ].ownerDocument, false, collection, ignored );\n\t\tfirst = fragment.firstChild;\n\n\t\tif ( fragment.childNodes.length === 1 ) {\n\t\t\tfragment = first;\n\t\t}\n\n\t\t// Require either new content or an interest in ignored elements to invoke the callback\n\t\tif ( first || ignored ) {\n\t\t\tscripts = jQuery.map( getAll( fragment, \"script\" ), disableScript );\n\t\t\thasScripts = scripts.length;\n\n\t\t\t// Use the original fragment for the last item\n\t\t\t// instead of the first because it can end up\n\t\t\t// being emptied incorrectly in certain situations (trac-8070).\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tnode = fragment;\n\n\t\t\t\tif ( i !== iNoClone ) {\n\t\t\t\t\tnode = jQuery.clone( node, true, true );\n\n\t\t\t\t\t// Keep references to cloned scripts for later restoration\n\t\t\t\t\tif ( hasScripts ) {\n\n\t\t\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\t\t\tjQuery.merge( scripts, getAll( node, \"script\" ) );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tcallback.call( collection[ i ], node, i );\n\t\t\t}\n\n\t\t\tif ( hasScripts ) {\n\t\t\t\tdoc = scripts[ scripts.length - 1 ].ownerDocument;\n\n\t\t\t\t// Re-enable scripts\n\t\t\t\tjQuery.map( scripts, restoreScript );\n\n\t\t\t\t// Evaluate executable scripts on first document insertion\n\t\t\t\tfor ( i = 0; i < hasScripts; i++ ) {\n\t\t\t\t\tnode = scripts[ i ];\n\t\t\t\t\tif ( rscriptType.test( node.type || \"\" ) &&\n\t\t\t\t\t\t!dataPriv.access( node, \"globalEval\" ) &&\n\t\t\t\t\t\tjQuery.contains( doc, node ) ) {\n\n\t\t\t\t\t\tif ( node.src && ( node.type || \"\" ).toLowerCase() !== \"module\" ) {\n\n\t\t\t\t\t\t\t// Optional AJAX dependency, but won't run scripts if not present\n\t\t\t\t\t\t\tif ( jQuery._evalUrl && !node.noModule ) {\n\t\t\t\t\t\t\t\tjQuery._evalUrl( node.src, {\n\t\t\t\t\t\t\t\t\tnonce: node.nonce || node.getAttribute( \"nonce\" )\n\t\t\t\t\t\t\t\t}, doc );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Unwrap a CDATA section containing script contents. This shouldn't be\n\t\t\t\t\t\t\t// needed as in XML documents they're already not visible when\n\t\t\t\t\t\t\t// inspecting element contents and in HTML documents they have no\n\t\t\t\t\t\t\t// meaning but we're preserving that logic for backwards compatibility.\n\t\t\t\t\t\t\t// This will be removed completely in 4.0. See gh-4904.\n\t\t\t\t\t\t\tDOMEval( node.textContent.replace( rcleanScript, \"\" ), node, doc );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn collection;\n}\n\nfunction remove( elem, selector, keepData ) {\n\tvar node,\n\t\tnodes = selector ? jQuery.filter( selector, elem ) : elem,\n\t\ti = 0;\n\n\tfor ( ; ( node = nodes[ i ] ) != null; i++ ) {\n\t\tif ( !keepData && node.nodeType === 1 ) {\n\t\t\tjQuery.cleanData( getAll( node ) );\n\t\t}\n\n\t\tif ( node.parentNode ) {\n\t\t\tif ( keepData && isAttached( node ) ) {\n\t\t\t\tsetGlobalEval( getAll( node, \"script\" ) );\n\t\t\t}\n\t\t\tnode.parentNode.removeChild( node );\n\t\t}\n\t}\n\n\treturn elem;\n}\n\njQuery.extend( {\n\thtmlPrefilter: function( html ) {\n\t\treturn html;\n\t},\n\n\tclone: function( elem, dataAndEvents, deepDataAndEvents ) {\n\t\tvar i, l, srcElements, destElements,\n\t\t\tclone = elem.cloneNode( true ),\n\t\t\tinPage = isAttached( elem );\n\n\t\t// Fix IE cloning issues\n\t\tif ( !support.noCloneChecked && ( elem.nodeType === 1 || elem.nodeType === 11 ) &&\n\t\t\t\t!jQuery.isXMLDoc( elem ) ) {\n\n\t\t\t// We eschew jQuery#find here for performance reasons:\n\t\t\t// https://jsperf.com/getall-vs-sizzle/2\n\t\t\tdestElements = getAll( clone );\n\t\t\tsrcElements = getAll( elem );\n\n\t\t\tfor ( i = 0, l = srcElements.length; i < l; i++ ) {\n\t\t\t\tfixInput( srcElements[ i ], destElements[ i ] );\n\t\t\t}\n\t\t}\n\n\t\t// Copy the events from the original to the clone\n\t\tif ( dataAndEvents ) {\n\t\t\tif ( deepDataAndEvents ) {\n\t\t\t\tsrcElements = srcElements || getAll( elem );\n\t\t\t\tdestElements = destElements || getAll( clone );\n\n\t\t\t\tfor ( i = 0, l = srcElements.length; i < l; i++ ) {\n\t\t\t\t\tcloneCopyEvent( srcElements[ i ], destElements[ i ] );\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tcloneCopyEvent( elem, clone );\n\t\t\t}\n\t\t}\n\n\t\t// Preserve script evaluation history\n\t\tdestElements = getAll( clone, \"script\" );\n\t\tif ( destElements.length > 0 ) {\n\t\t\tsetGlobalEval( destElements, !inPage && getAll( elem, \"script\" ) );\n\t\t}\n\n\t\t// Return the cloned set\n\t\treturn clone;\n\t},\n\n\tcleanData: function( elems ) {\n\t\tvar data, elem, type,\n\t\t\tspecial = jQuery.event.special,\n\t\t\ti = 0;\n\n\t\tfor ( ; ( elem = elems[ i ] ) !== undefined; i++ ) {\n\t\t\tif ( acceptData( elem ) ) {\n\t\t\t\tif ( ( data = elem[ dataPriv.expando ] ) ) {\n\t\t\t\t\tif ( data.events ) {\n\t\t\t\t\t\tfor ( type in data.events ) {\n\t\t\t\t\t\t\tif ( special[ type ] ) {\n\t\t\t\t\t\t\t\tjQuery.event.remove( elem, type );\n\n\t\t\t\t\t\t\t// This is a shortcut to avoid jQuery.event.remove's overhead\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tjQuery.removeEvent( elem, type, data.handle );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Support: Chrome <=35 - 45+\n\t\t\t\t\t// Assign undefined instead of using delete, see Data#remove\n\t\t\t\t\telem[ dataPriv.expando ] = undefined;\n\t\t\t\t}\n\t\t\t\tif ( elem[ dataUser.expando ] ) {\n\n\t\t\t\t\t// Support: Chrome <=35 - 45+\n\t\t\t\t\t// Assign undefined instead of using delete, see Data#remove\n\t\t\t\t\telem[ dataUser.expando ] = undefined;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n} );\n\njQuery.fn.extend( {\n\tdetach: function( selector ) {\n\t\treturn remove( this, selector, true );\n\t},\n\n\tremove: function( selector ) {\n\t\treturn remove( this, selector );\n\t},\n\n\ttext: function( value ) {\n\t\treturn access( this, function( value ) {\n\t\t\treturn value === undefined ?\n\t\t\t\tjQuery.text( this ) :\n\t\t\t\tthis.empty().each( function() {\n\t\t\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\t\t\tthis.textContent = value;\n\t\t\t\t\t}\n\t\t\t\t} );\n\t\t}, null, value, arguments.length );\n\t},\n\n\tappend: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\tvar target = manipulationTarget( this, elem );\n\t\t\t\ttarget.appendChild( elem );\n\t\t\t}\n\t\t} );\n\t},\n\n\tprepend: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\tvar target = manipulationTarget( this, elem );\n\t\t\t\ttarget.insertBefore( elem, target.firstChild );\n\t\t\t}\n\t\t} );\n\t},\n\n\tbefore: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.parentNode ) {\n\t\t\t\tthis.parentNode.insertBefore( elem, this );\n\t\t\t}\n\t\t} );\n\t},\n\n\tafter: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.parentNode ) {\n\t\t\t\tthis.parentNode.insertBefore( elem, this.nextSibling );\n\t\t\t}\n\t\t} );\n\t},\n\n\tempty: function() {\n\t\tvar elem,\n\t\t\ti = 0;\n\n\t\tfor ( ; ( elem = this[ i ] ) != null; i++ ) {\n\t\t\tif ( elem.nodeType === 1 ) {\n\n\t\t\t\t// Prevent memory leaks\n\t\t\t\tjQuery.cleanData( getAll( elem, false ) );\n\n\t\t\t\t// Remove any remaining nodes\n\t\t\t\telem.textContent = \"\";\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\tclone: function( dataAndEvents, deepDataAndEvents ) {\n\t\tdataAndEvents = dataAndEvents == null ? false : dataAndEvents;\n\t\tdeepDataAndEvents = deepDataAndEvents == null ? dataAndEvents : deepDataAndEvents;\n\n\t\treturn this.map( function() {\n\t\t\treturn jQuery.clone( this, dataAndEvents, deepDataAndEvents );\n\t\t} );\n\t},\n\n\thtml: function( value ) {\n\t\treturn access( this, function( value ) {\n\t\t\tvar elem = this[ 0 ] || {},\n\t\t\t\ti = 0,\n\t\t\t\tl = this.length;\n\n\t\t\tif ( value === undefined && elem.nodeType === 1 ) {\n\t\t\t\treturn elem.innerHTML;\n\t\t\t}\n\n\t\t\t// See if we can take a shortcut and just use innerHTML\n\t\t\tif ( typeof value === \"string\" && !rnoInnerhtml.test( value ) &&\n\t\t\t\t!wrapMap[ ( rtagName.exec( value ) || [ \"\", \"\" ] )[ 1 ].toLowerCase() ] ) {\n\n\t\t\t\tvalue = jQuery.htmlPrefilter( value );\n\n\t\t\t\ttry {\n\t\t\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\t\t\telem = this[ i ] || {};\n\n\t\t\t\t\t\t// Remove element nodes and prevent memory leaks\n\t\t\t\t\t\tif ( elem.nodeType === 1 ) {\n\t\t\t\t\t\t\tjQuery.cleanData( getAll( elem, false ) );\n\t\t\t\t\t\t\telem.innerHTML = value;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\telem = 0;\n\n\t\t\t\t// If using innerHTML throws an exception, use the fallback method\n\t\t\t\t} catch ( e ) {}\n\t\t\t}\n\n\t\t\tif ( elem ) {\n\t\t\t\tthis.empty().append( value );\n\t\t\t}\n\t\t}, null, value, arguments.length );\n\t},\n\n\treplaceWith: function() {\n\t\tvar ignored = [];\n\n\t\t// Make the changes, replacing each non-ignored context element with the new content\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tvar parent = this.parentNode;\n\n\t\t\tif ( jQuery.inArray( this, ignored ) < 0 ) {\n\t\t\t\tjQuery.cleanData( getAll( this ) );\n\t\t\t\tif ( parent ) {\n\t\t\t\t\tparent.replaceChild( elem, this );\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Force callback invocation\n\t\t}, ignored );\n\t}\n} );\n\njQuery.each( {\n\tappendTo: \"append\",\n\tprependTo: \"prepend\",\n\tinsertBefore: \"before\",\n\tinsertAfter: \"after\",\n\treplaceAll: \"replaceWith\"\n}, function( name, original ) {\n\tjQuery.fn[ name ] = function( selector ) {\n\t\tvar elems,\n\t\t\tret = [],\n\t\t\tinsert = jQuery( selector ),\n\t\t\tlast = insert.length - 1,\n\t\t\ti = 0;\n\n\t\tfor ( ; i <= last; i++ ) {\n\t\t\telems = i === last ? this : this.clone( true );\n\t\t\tjQuery( insert[ i ] )[ original ]( elems );\n\n\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t// .get() because push.apply(_, arraylike) throws on ancient WebKit\n\t\t\tpush.apply( ret, elems.get() );\n\t\t}\n\n\t\treturn this.pushStack( ret );\n\t};\n} );\nvar rnumnonpx = new RegExp( \"^(\" + pnum + \")(?!px)[a-z%]+$\", \"i\" );\n\nvar rcustomProp = /^--/;\n\n\nvar getStyles = function( elem ) {\n\n\t\t// Support: IE <=11 only, Firefox <=30 (trac-15098, trac-14150)\n\t\t// IE throws on elements created in popups\n\t\t// FF meanwhile throws on frame elements through \"defaultView.getComputedStyle\"\n\t\tvar view = elem.ownerDocument.defaultView;\n\n\t\tif ( !view || !view.opener ) {\n\t\t\tview = window;\n\t\t}\n\n\t\treturn view.getComputedStyle( elem );\n\t};\n\nvar swap = function( elem, options, callback ) {\n\tvar ret, name,\n\t\told = {};\n\n\t// Remember the old values, and insert the new ones\n\tfor ( name in options ) {\n\t\told[ name ] = elem.style[ name ];\n\t\telem.style[ name ] = options[ name ];\n\t}\n\n\tret = callback.call( elem );\n\n\t// Revert the old values\n\tfor ( name in options ) {\n\t\telem.style[ name ] = old[ name ];\n\t}\n\n\treturn ret;\n};\n\n\nvar rboxStyle = new RegExp( cssExpand.join( \"|\" ), \"i\" );\n\n\n\n( function() {\n\n\t// Executing both pixelPosition & boxSizingReliable tests require only one layout\n\t// so they're executed at the same time to save the second computation.\n\tfunction computeStyleTests() {\n\n\t\t// This is a singleton, we need to execute it only once\n\t\tif ( !div ) {\n\t\t\treturn;\n\t\t}\n\n\t\tcontainer.style.cssText = \"position:absolute;left:-11111px;width:60px;\" +\n\t\t\t\"margin-top:1px;padding:0;border:0\";\n\t\tdiv.style.cssText =\n\t\t\t\"position:relative;display:block;box-sizing:border-box;overflow:scroll;\" +\n\t\t\t\"margin:auto;border:1px;padding:1px;\" +\n\t\t\t\"width:60%;top:1%\";\n\t\tdocumentElement.appendChild( container ).appendChild( div );\n\n\t\tvar divStyle = window.getComputedStyle( div );\n\t\tpixelPositionVal = divStyle.top !== \"1%\";\n\n\t\t// Support: Android 4.0 - 4.3 only, Firefox <=3 - 44\n\t\treliableMarginLeftVal = roundPixelMeasures( divStyle.marginLeft ) === 12;\n\n\t\t// Support: Android 4.0 - 4.3 only, Safari <=9.1 - 10.1, iOS <=7.0 - 9.3\n\t\t// Some styles come back with percentage values, even though they shouldn't\n\t\tdiv.style.right = \"60%\";\n\t\tpixelBoxStylesVal = roundPixelMeasures( divStyle.right ) === 36;\n\n\t\t// Support: IE 9 - 11 only\n\t\t// Detect misreporting of content dimensions for box-sizing:border-box elements\n\t\tboxSizingReliableVal = roundPixelMeasures( divStyle.width ) === 36;\n\n\t\t// Support: IE 9 only\n\t\t// Detect overflow:scroll screwiness (gh-3699)\n\t\t// Support: Chrome <=64\n\t\t// Don't get tricked when zoom affects offsetWidth (gh-4029)\n\t\tdiv.style.position = \"absolute\";\n\t\tscrollboxSizeVal = roundPixelMeasures( div.offsetWidth / 3 ) === 12;\n\n\t\tdocumentElement.removeChild( container );\n\n\t\t// Nullify the div so it wouldn't be stored in the memory and\n\t\t// it will also be a sign that checks already performed\n\t\tdiv = null;\n\t}\n\n\tfunction roundPixelMeasures( measure ) {\n\t\treturn Math.round( parseFloat( measure ) );\n\t}\n\n\tvar pixelPositionVal, boxSizingReliableVal, scrollboxSizeVal, pixelBoxStylesVal,\n\t\treliableTrDimensionsVal, reliableMarginLeftVal,\n\t\tcontainer = document.createElement( \"div\" ),\n\t\tdiv = document.createElement( \"div\" );\n\n\t// Finish early in limited (non-browser) environments\n\tif ( !div.style ) {\n\t\treturn;\n\t}\n\n\t// Support: IE <=9 - 11 only\n\t// Style of cloned element affects source element cloned (trac-8908)\n\tdiv.style.backgroundClip = \"content-box\";\n\tdiv.cloneNode( true ).style.backgroundClip = \"\";\n\tsupport.clearCloneStyle = div.style.backgroundClip === \"content-box\";\n\n\tjQuery.extend( support, {\n\t\tboxSizingReliable: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn boxSizingReliableVal;\n\t\t},\n\t\tpixelBoxStyles: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn pixelBoxStylesVal;\n\t\t},\n\t\tpixelPosition: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn pixelPositionVal;\n\t\t},\n\t\treliableMarginLeft: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn reliableMarginLeftVal;\n\t\t},\n\t\tscrollboxSize: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn scrollboxSizeVal;\n\t\t},\n\n\t\t// Support: IE 9 - 11+, Edge 15 - 18+\n\t\t// IE/Edge misreport `getComputedStyle` of table rows with width/height\n\t\t// set in CSS while `offset*` properties report correct values.\n\t\t// Behavior in IE 9 is more subtle than in newer versions & it passes\n\t\t// some versions of this test; make sure not to make it pass there!\n\t\t//\n\t\t// Support: Firefox 70+\n\t\t// Only Firefox includes border widths\n\t\t// in computed dimensions. (gh-4529)\n\t\treliableTrDimensions: function() {\n\t\t\tvar table, tr, trChild, trStyle;\n\t\t\tif ( reliableTrDimensionsVal == null ) {\n\t\t\t\ttable = document.createElement( \"table\" );\n\t\t\t\ttr = document.createElement( \"tr\" );\n\t\t\t\ttrChild = document.createElement( \"div\" );\n\n\t\t\t\ttable.style.cssText = \"position:absolute;left:-11111px;border-collapse:separate\";\n\t\t\t\ttr.style.cssText = \"box-sizing:content-box;border:1px solid\";\n\n\t\t\t\t// Support: Chrome 86+\n\t\t\t\t// Height set through cssText does not get applied.\n\t\t\t\t// Computed height then comes back as 0.\n\t\t\t\ttr.style.height = \"1px\";\n\t\t\t\ttrChild.style.height = \"9px\";\n\n\t\t\t\t// Support: Android 8 Chrome 86+\n\t\t\t\t// In our bodyBackground.html iframe,\n\t\t\t\t// display for all div elements is set to \"inline\",\n\t\t\t\t// which causes a problem only in Android 8 Chrome 86.\n\t\t\t\t// Ensuring the div is `display: block`\n\t\t\t\t// gets around this issue.\n\t\t\t\ttrChild.style.display = \"block\";\n\n\t\t\t\tdocumentElement\n\t\t\t\t\t.appendChild( table )\n\t\t\t\t\t.appendChild( tr )\n\t\t\t\t\t.appendChild( trChild );\n\n\t\t\t\ttrStyle = window.getComputedStyle( tr );\n\t\t\t\treliableTrDimensionsVal = ( parseInt( trStyle.height, 10 ) +\n\t\t\t\t\tparseInt( trStyle.borderTopWidth, 10 ) +\n\t\t\t\t\tparseInt( trStyle.borderBottomWidth, 10 ) ) === tr.offsetHeight;\n\n\t\t\t\tdocumentElement.removeChild( table );\n\t\t\t}\n\t\t\treturn reliableTrDimensionsVal;\n\t\t}\n\t} );\n} )();\n\n\nfunction curCSS( elem, name, computed ) {\n\tvar width, minWidth, maxWidth, ret,\n\t\tisCustomProp = rcustomProp.test( name ),\n\n\t\t// Support: Firefox 51+\n\t\t// Retrieving style before computed somehow\n\t\t// fixes an issue with getting wrong values\n\t\t// on detached elements\n\t\tstyle = elem.style;\n\n\tcomputed = computed || getStyles( elem );\n\n\t// getPropertyValue is needed for:\n\t// .css('filter') (IE 9 only, trac-12537)\n\t// .css('--customProperty) (gh-3144)\n\tif ( computed ) {\n\n\t\t// Support: IE <=9 - 11+\n\t\t// IE only supports `\"float\"` in `getPropertyValue`; in computed styles\n\t\t// it's only available as `\"cssFloat\"`. We no longer modify properties\n\t\t// sent to `.css()` apart from camelCasing, so we need to check both.\n\t\t// Normally, this would create difference in behavior: if\n\t\t// `getPropertyValue` returns an empty string, the value returned\n\t\t// by `.css()` would be `undefined`. This is usually the case for\n\t\t// disconnected elements. However, in IE even disconnected elements\n\t\t// with no styles return `\"none\"` for `getPropertyValue( \"float\" )`\n\t\tret = computed.getPropertyValue( name ) || computed[ name ];\n\n\t\tif ( isCustomProp && ret ) {\n\n\t\t\t// Support: Firefox 105+, Chrome <=105+\n\t\t\t// Spec requires trimming whitespace for custom properties (gh-4926).\n\t\t\t// Firefox only trims leading whitespace. Chrome just collapses\n\t\t\t// both leading & trailing whitespace to a single space.\n\t\t\t//\n\t\t\t// Fall back to `undefined` if empty string returned.\n\t\t\t// This collapses a missing definition with property defined\n\t\t\t// and set to an empty string but there's no standard API\n\t\t\t// allowing us to differentiate them without a performance penalty\n\t\t\t// and returning `undefined` aligns with older jQuery.\n\t\t\t//\n\t\t\t// rtrimCSS treats U+000D CARRIAGE RETURN and U+000C FORM FEED\n\t\t\t// as whitespace while CSS does not, but this is not a problem\n\t\t\t// because CSS preprocessing replaces them with U+000A LINE FEED\n\t\t\t// (which *is* CSS whitespace)\n\t\t\t// https://www.w3.org/TR/css-syntax-3/#input-preprocessing\n\t\t\tret = ret.replace( rtrimCSS, \"$1\" ) || undefined;\n\t\t}\n\n\t\tif ( ret === \"\" && !isAttached( elem ) ) {\n\t\t\tret = jQuery.style( elem, name );\n\t\t}\n\n\t\t// A tribute to the \"awesome hack by Dean Edwards\"\n\t\t// Android Browser returns percentage for some values,\n\t\t// but width seems to be reliably pixels.\n\t\t// This is against the CSSOM draft spec:\n\t\t// https://drafts.csswg.org/cssom/#resolved-values\n\t\tif ( !support.pixelBoxStyles() && rnumnonpx.test( ret ) && rboxStyle.test( name ) ) {\n\n\t\t\t// Remember the original values\n\t\t\twidth = style.width;\n\t\t\tminWidth = style.minWidth;\n\t\t\tmaxWidth = style.maxWidth;\n\n\t\t\t// Put in the new values to get a computed value out\n\t\t\tstyle.minWidth = style.maxWidth = style.width = ret;\n\t\t\tret = computed.width;\n\n\t\t\t// Revert the changed values\n\t\t\tstyle.width = width;\n\t\t\tstyle.minWidth = minWidth;\n\t\t\tstyle.maxWidth = maxWidth;\n\t\t}\n\t}\n\n\treturn ret !== undefined ?\n\n\t\t// Support: IE <=9 - 11 only\n\t\t// IE returns zIndex value as an integer.\n\t\tret + \"\" :\n\t\tret;\n}\n\n\nfunction addGetHookIf( conditionFn, hookFn ) {\n\n\t// Define the hook, we'll check on the first run if it's really needed.\n\treturn {\n\t\tget: function() {\n\t\t\tif ( conditionFn() ) {\n\n\t\t\t\t// Hook not needed (or it's not possible to use it due\n\t\t\t\t// to missing dependency), remove it.\n\t\t\t\tdelete this.get;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Hook needed; redefine it so that the support test is not executed again.\n\t\t\treturn ( this.get = hookFn ).apply( this, arguments );\n\t\t}\n\t};\n}\n\n\nvar cssPrefixes = [ \"Webkit\", \"Moz\", \"ms\" ],\n\temptyStyle = document.createElement( \"div\" ).style,\n\tvendorProps = {};\n\n// Return a vendor-prefixed property or undefined\nfunction vendorPropName( name ) {\n\n\t// Check for vendor prefixed names\n\tvar capName = name[ 0 ].toUpperCase() + name.slice( 1 ),\n\t\ti = cssPrefixes.length;\n\n\twhile ( i-- ) {\n\t\tname = cssPrefixes[ i ] + capName;\n\t\tif ( name in emptyStyle ) {\n\t\t\treturn name;\n\t\t}\n\t}\n}\n\n// Return a potentially-mapped jQuery.cssProps or vendor prefixed property\nfunction finalPropName( name ) {\n\tvar final = jQuery.cssProps[ name ] || vendorProps[ name ];\n\n\tif ( final ) {\n\t\treturn final;\n\t}\n\tif ( name in emptyStyle ) {\n\t\treturn name;\n\t}\n\treturn vendorProps[ name ] = vendorPropName( name ) || name;\n}\n\n\nvar\n\n\t// Swappable if display is none or starts with table\n\t// except \"table\", \"table-cell\", or \"table-caption\"\n\t// See here for display values: https://developer.mozilla.org/en-US/docs/CSS/display\n\trdisplayswap = /^(none|table(?!-c[ea]).+)/,\n\tcssShow = { position: \"absolute\", visibility: \"hidden\", display: \"block\" },\n\tcssNormalTransform = {\n\t\tletterSpacing: \"0\",\n\t\tfontWeight: \"400\"\n\t};\n\nfunction setPositiveNumber( _elem, value, subtract ) {\n\n\t// Any relative (+/-) values have already been\n\t// normalized at this point\n\tvar matches = rcssNum.exec( value );\n\treturn matches ?\n\n\t\t// Guard against undefined \"subtract\", e.g., when used as in cssHooks\n\t\tMath.max( 0, matches[ 2 ] - ( subtract || 0 ) ) + ( matches[ 3 ] || \"px\" ) :\n\t\tvalue;\n}\n\nfunction boxModelAdjustment( elem, dimension, box, isBorderBox, styles, computedVal ) {\n\tvar i = dimension === \"width\" ? 1 : 0,\n\t\textra = 0,\n\t\tdelta = 0,\n\t\tmarginDelta = 0;\n\n\t// Adjustment may not be necessary\n\tif ( box === ( isBorderBox ? \"border\" : \"content\" ) ) {\n\t\treturn 0;\n\t}\n\n\tfor ( ; i < 4; i += 2 ) {\n\n\t\t// Both box models exclude margin\n\t\t// Count margin delta separately to only add it after scroll gutter adjustment.\n\t\t// This is needed to make negative margins work with `outerHeight( true )` (gh-3982).\n\t\tif ( box === \"margin\" ) {\n\t\t\tmarginDelta += jQuery.css( elem, box + cssExpand[ i ], true, styles );\n\t\t}\n\n\t\t// If we get here with a content-box, we're seeking \"padding\" or \"border\" or \"margin\"\n\t\tif ( !isBorderBox ) {\n\n\t\t\t// Add padding\n\t\t\tdelta += jQuery.css( elem, \"padding\" + cssExpand[ i ], true, styles );\n\n\t\t\t// For \"border\" or \"margin\", add border\n\t\t\tif ( box !== \"padding\" ) {\n\t\t\t\tdelta += jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\n\t\t\t// But still keep track of it otherwise\n\t\t\t} else {\n\t\t\t\textra += jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\t\t\t}\n\n\t\t// If we get here with a border-box (content + padding + border), we're seeking \"content\" or\n\t\t// \"padding\" or \"margin\"\n\t\t} else {\n\n\t\t\t// For \"content\", subtract padding\n\t\t\tif ( box === \"content\" ) {\n\t\t\t\tdelta -= jQuery.css( elem, \"padding\" + cssExpand[ i ], true, styles );\n\t\t\t}\n\n\t\t\t// For \"content\" or \"padding\", subtract border\n\t\t\tif ( box !== \"margin\" ) {\n\t\t\t\tdelta -= jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\t\t\t}\n\t\t}\n\t}\n\n\t// Account for positive content-box scroll gutter when requested by providing computedVal\n\tif ( !isBorderBox && computedVal >= 0 ) {\n\n\t\t// offsetWidth/offsetHeight is a rounded sum of content, padding, scroll gutter, and border\n\t\t// Assuming integer scroll gutter, subtract the rest and round down\n\t\tdelta += Math.max( 0, Math.ceil(\n\t\t\telem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ] -\n\t\t\tcomputedVal -\n\t\t\tdelta -\n\t\t\textra -\n\t\t\t0.5\n\n\t\t// If offsetWidth/offsetHeight is unknown, then we can't determine content-box scroll gutter\n\t\t// Use an explicit zero to avoid NaN (gh-3964)\n\t\t) ) || 0;\n\t}\n\n\treturn delta + marginDelta;\n}\n\nfunction getWidthOrHeight( elem, dimension, extra ) {\n\n\t// Start with computed style\n\tvar styles = getStyles( elem ),\n\n\t\t// To avoid forcing a reflow, only fetch boxSizing if we need it (gh-4322).\n\t\t// Fake content-box until we know it's needed to know the true value.\n\t\tboxSizingNeeded = !support.boxSizingReliable() || extra,\n\t\tisBorderBox = boxSizingNeeded &&\n\t\t\tjQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\",\n\t\tvalueIsBorderBox = isBorderBox,\n\n\t\tval = curCSS( elem, dimension, styles ),\n\t\toffsetProp = \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 );\n\n\t// Support: Firefox <=54\n\t// Return a confounding non-pixel value or feign ignorance, as appropriate.\n\tif ( rnumnonpx.test( val ) ) {\n\t\tif ( !extra ) {\n\t\t\treturn val;\n\t\t}\n\t\tval = \"auto\";\n\t}\n\n\n\t// Support: IE 9 - 11 only\n\t// Use offsetWidth/offsetHeight for when box sizing is unreliable.\n\t// In those cases, the computed value can be trusted to be border-box.\n\tif ( ( !support.boxSizingReliable() && isBorderBox ||\n\n\t\t// Support: IE 10 - 11+, Edge 15 - 18+\n\t\t// IE/Edge misreport `getComputedStyle` of table rows with width/height\n\t\t// set in CSS while `offset*` properties report correct values.\n\t\t// Interestingly, in some cases IE 9 doesn't suffer from this issue.\n\t\t!support.reliableTrDimensions() && nodeName( elem, \"tr\" ) ||\n\n\t\t// Fall back to offsetWidth/offsetHeight when value is \"auto\"\n\t\t// This happens for inline elements with no explicit setting (gh-3571)\n\t\tval === \"auto\" ||\n\n\t\t// Support: Android <=4.1 - 4.3 only\n\t\t// Also use offsetWidth/offsetHeight for misreported inline dimensions (gh-3602)\n\t\t!parseFloat( val ) && jQuery.css( elem, \"display\", false, styles ) === \"inline\" ) &&\n\n\t\t// Make sure the element is visible & connected\n\t\telem.getClientRects().length ) {\n\n\t\tisBorderBox = jQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\";\n\n\t\t// Where available, offsetWidth/offsetHeight approximate border box dimensions.\n\t\t// Where not available (e.g., SVG), assume unreliable box-sizing and interpret the\n\t\t// retrieved value as a content box dimension.\n\t\tvalueIsBorderBox = offsetProp in elem;\n\t\tif ( valueIsBorderBox ) {\n\t\t\tval = elem[ offsetProp ];\n\t\t}\n\t}\n\n\t// Normalize \"\" and auto\n\tval = parseFloat( val ) || 0;\n\n\t// Adjust for the element's box model\n\treturn ( val +\n\t\tboxModelAdjustment(\n\t\t\telem,\n\t\t\tdimension,\n\t\t\textra || ( isBorderBox ? \"border\" : \"content\" ),\n\t\t\tvalueIsBorderBox,\n\t\t\tstyles,\n\n\t\t\t// Provide the current computed size to request scroll gutter calculation (gh-3589)\n\t\t\tval\n\t\t)\n\t) + \"px\";\n}\n\njQuery.extend( {\n\n\t// Add in style property hooks for overriding the default\n\t// behavior of getting and setting a style property\n\tcssHooks: {\n\t\topacity: {\n\t\t\tget: function( elem, computed ) {\n\t\t\t\tif ( computed ) {\n\n\t\t\t\t\t// We should always get a number back from opacity\n\t\t\t\t\tvar ret = curCSS( elem, \"opacity\" );\n\t\t\t\t\treturn ret === \"\" ? \"1\" : ret;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\t// Don't automatically add \"px\" to these possibly-unitless properties\n\tcssNumber: {\n\t\tanimationIterationCount: true,\n\t\taspectRatio: true,\n\t\tborderImageSlice: true,\n\t\tcolumnCount: true,\n\t\tflexGrow: true,\n\t\tflexShrink: true,\n\t\tfontWeight: true,\n\t\tgridArea: true,\n\t\tgridColumn: true,\n\t\tgridColumnEnd: true,\n\t\tgridColumnStart: true,\n\t\tgridRow: true,\n\t\tgridRowEnd: true,\n\t\tgridRowStart: true,\n\t\tlineHeight: true,\n\t\topacity: true,\n\t\torder: true,\n\t\torphans: true,\n\t\tscale: true,\n\t\twidows: true,\n\t\tzIndex: true,\n\t\tzoom: true,\n\n\t\t// SVG-related\n\t\tfillOpacity: true,\n\t\tfloodOpacity: true,\n\t\tstopOpacity: true,\n\t\tstrokeMiterlimit: true,\n\t\tstrokeOpacity: true\n\t},\n\n\t// Add in properties whose names you wish to fix before\n\t// setting or getting the value\n\tcssProps: {},\n\n\t// Get and set the style property on a DOM Node\n\tstyle: function( elem, name, value, extra ) {\n\n\t\t// Don't set styles on text and comment nodes\n\t\tif ( !elem || elem.nodeType === 3 || elem.nodeType === 8 || !elem.style ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Make sure that we're working with the right name\n\t\tvar ret, type, hooks,\n\t\t\torigName = camelCase( name ),\n\t\t\tisCustomProp = rcustomProp.test( name ),\n\t\t\tstyle = elem.style;\n\n\t\t// Make sure that we're working with the right name. We don't\n\t\t// want to query the value if it is a CSS custom property\n\t\t// since they are user-defined.\n\t\tif ( !isCustomProp ) {\n\t\t\tname = finalPropName( origName );\n\t\t}\n\n\t\t// Gets hook for the prefixed version, then unprefixed version\n\t\thooks = jQuery.cssHooks[ name ] || jQuery.cssHooks[ origName ];\n\n\t\t// Check if we're setting a value\n\t\tif ( value !== undefined ) {\n\t\t\ttype = typeof value;\n\n\t\t\t// Convert \"+=\" or \"-=\" to relative numbers (trac-7345)\n\t\t\tif ( type === \"string\" && ( ret = rcssNum.exec( value ) ) && ret[ 1 ] ) {\n\t\t\t\tvalue = adjustCSS( elem, name, ret );\n\n\t\t\t\t// Fixes bug trac-9237\n\t\t\t\ttype = \"number\";\n\t\t\t}\n\n\t\t\t// Make sure that null and NaN values aren't set (trac-7116)\n\t\t\tif ( value == null || value !== value ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// If a number was passed in, add the unit (except for certain CSS properties)\n\t\t\t// The isCustomProp check can be removed in jQuery 4.0 when we only auto-append\n\t\t\t// \"px\" to a few hardcoded values.\n\t\t\tif ( type === \"number\" && !isCustomProp ) {\n\t\t\t\tvalue += ret && ret[ 3 ] || ( jQuery.cssNumber[ origName ] ? \"\" : \"px\" );\n\t\t\t}\n\n\t\t\t// background-* props affect original clone's values\n\t\t\tif ( !support.clearCloneStyle && value === \"\" && name.indexOf( \"background\" ) === 0 ) {\n\t\t\t\tstyle[ name ] = \"inherit\";\n\t\t\t}\n\n\t\t\t// If a hook was provided, use that value, otherwise just set the specified value\n\t\t\tif ( !hooks || !( \"set\" in hooks ) ||\n\t\t\t\t( value = hooks.set( elem, value, extra ) ) !== undefined ) {\n\n\t\t\t\tif ( isCustomProp ) {\n\t\t\t\t\tstyle.setProperty( name, value );\n\t\t\t\t} else {\n\t\t\t\t\tstyle[ name ] = value;\n\t\t\t\t}\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// If a hook was provided get the non-computed value from there\n\t\t\tif ( hooks && \"get\" in hooks &&\n\t\t\t\t( ret = hooks.get( elem, false, extra ) ) !== undefined ) {\n\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\t// Otherwise just get the value from the style object\n\t\t\treturn style[ name ];\n\t\t}\n\t},\n\n\tcss: function( elem, name, extra, styles ) {\n\t\tvar val, num, hooks,\n\t\t\torigName = camelCase( name ),\n\t\t\tisCustomProp = rcustomProp.test( name );\n\n\t\t// Make sure that we're working with the right name. We don't\n\t\t// want to modify the value if it is a CSS custom property\n\t\t// since they are user-defined.\n\t\tif ( !isCustomProp ) {\n\t\t\tname = finalPropName( origName );\n\t\t}\n\n\t\t// Try prefixed name followed by the unprefixed name\n\t\thooks = jQuery.cssHooks[ name ] || jQuery.cssHooks[ origName ];\n\n\t\t// If a hook was provided get the computed value from there\n\t\tif ( hooks && \"get\" in hooks ) {\n\t\t\tval = hooks.get( elem, true, extra );\n\t\t}\n\n\t\t// Otherwise, if a way to get the computed value exists, use that\n\t\tif ( val === undefined ) {\n\t\t\tval = curCSS( elem, name, styles );\n\t\t}\n\n\t\t// Convert \"normal\" to computed value\n\t\tif ( val === \"normal\" && name in cssNormalTransform ) {\n\t\t\tval = cssNormalTransform[ name ];\n\t\t}\n\n\t\t// Make numeric if forced or a qualifier was provided and val looks numeric\n\t\tif ( extra === \"\" || extra ) {\n\t\t\tnum = parseFloat( val );\n\t\t\treturn extra === true || isFinite( num ) ? num || 0 : val;\n\t\t}\n\n\t\treturn val;\n\t}\n} );\n\njQuery.each( [ \"height\", \"width\" ], function( _i, dimension ) {\n\tjQuery.cssHooks[ dimension ] = {\n\t\tget: function( elem, computed, extra ) {\n\t\t\tif ( computed ) {\n\n\t\t\t\t// Certain elements can have dimension info if we invisibly show them\n\t\t\t\t// but it must have a current display style that would benefit\n\t\t\t\treturn rdisplayswap.test( jQuery.css( elem, \"display\" ) ) &&\n\n\t\t\t\t\t// Support: Safari 8+\n\t\t\t\t\t// Table columns in Safari have non-zero offsetWidth & zero\n\t\t\t\t\t// getBoundingClientRect().width unless display is changed.\n\t\t\t\t\t// Support: IE <=11 only\n\t\t\t\t\t// Running getBoundingClientRect on a disconnected node\n\t\t\t\t\t// in IE throws an error.\n\t\t\t\t\t( !elem.getClientRects().length || !elem.getBoundingClientRect().width ) ?\n\t\t\t\t\tswap( elem, cssShow, function() {\n\t\t\t\t\t\treturn getWidthOrHeight( elem, dimension, extra );\n\t\t\t\t\t} ) :\n\t\t\t\t\tgetWidthOrHeight( elem, dimension, extra );\n\t\t\t}\n\t\t},\n\n\t\tset: function( elem, value, extra ) {\n\t\t\tvar matches,\n\t\t\t\tstyles = getStyles( elem ),\n\n\t\t\t\t// Only read styles.position if the test has a chance to fail\n\t\t\t\t// to avoid forcing a reflow.\n\t\t\t\tscrollboxSizeBuggy = !support.scrollboxSize() &&\n\t\t\t\t\tstyles.position === \"absolute\",\n\n\t\t\t\t// To avoid forcing a reflow, only fetch boxSizing if we need it (gh-3991)\n\t\t\t\tboxSizingNeeded = scrollboxSizeBuggy || extra,\n\t\t\t\tisBorderBox = boxSizingNeeded &&\n\t\t\t\t\tjQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\",\n\t\t\t\tsubtract = extra ?\n\t\t\t\t\tboxModelAdjustment(\n\t\t\t\t\t\telem,\n\t\t\t\t\t\tdimension,\n\t\t\t\t\t\textra,\n\t\t\t\t\t\tisBorderBox,\n\t\t\t\t\t\tstyles\n\t\t\t\t\t) :\n\t\t\t\t\t0;\n\n\t\t\t// Account for unreliable border-box dimensions by comparing offset* to computed and\n\t\t\t// faking a content-box to get border and padding (gh-3699)\n\t\t\tif ( isBorderBox && scrollboxSizeBuggy ) {\n\t\t\t\tsubtract -= Math.ceil(\n\t\t\t\t\telem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ] -\n\t\t\t\t\tparseFloat( styles[ dimension ] ) -\n\t\t\t\t\tboxModelAdjustment( elem, dimension, \"border\", false, styles ) -\n\t\t\t\t\t0.5\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// Convert to pixels if value adjustment is needed\n\t\t\tif ( subtract && ( matches = rcssNum.exec( value ) ) &&\n\t\t\t\t( matches[ 3 ] || \"px\" ) !== \"px\" ) {\n\n\t\t\t\telem.style[ dimension ] = value;\n\t\t\t\tvalue = jQuery.css( elem, dimension );\n\t\t\t}\n\n\t\t\treturn setPositiveNumber( elem, value, subtract );\n\t\t}\n\t};\n} );\n\njQuery.cssHooks.marginLeft = addGetHookIf( support.reliableMarginLeft,\n\tfunction( elem, computed ) {\n\t\tif ( computed ) {\n\t\t\treturn ( parseFloat( curCSS( elem, \"marginLeft\" ) ) ||\n\t\t\t\telem.getBoundingClientRect().left -\n\t\t\t\t\tswap( elem, { marginLeft: 0 }, function() {\n\t\t\t\t\t\treturn elem.getBoundingClientRect().left;\n\t\t\t\t\t} )\n\t\t\t) + \"px\";\n\t\t}\n\t}\n);\n\n// These hooks are used by animate to expand properties\njQuery.each( {\n\tmargin: \"\",\n\tpadding: \"\",\n\tborder: \"Width\"\n}, function( prefix, suffix ) {\n\tjQuery.cssHooks[ prefix + suffix ] = {\n\t\texpand: function( value ) {\n\t\t\tvar i = 0,\n\t\t\t\texpanded = {},\n\n\t\t\t\t// Assumes a single number if not a string\n\t\t\t\tparts = typeof value === \"string\" ? value.split( \" \" ) : [ value ];\n\n\t\t\tfor ( ; i < 4; i++ ) {\n\t\t\t\texpanded[ prefix + cssExpand[ i ] + suffix ] =\n\t\t\t\t\tparts[ i ] || parts[ i - 2 ] || parts[ 0 ];\n\t\t\t}\n\n\t\t\treturn expanded;\n\t\t}\n\t};\n\n\tif ( prefix !== \"margin\" ) {\n\t\tjQuery.cssHooks[ prefix + suffix ].set = setPositiveNumber;\n\t}\n} );\n\njQuery.fn.extend( {\n\tcss: function( name, value ) {\n\t\treturn access( this, function( elem, name, value ) {\n\t\t\tvar styles, len,\n\t\t\t\tmap = {},\n\t\t\t\ti = 0;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\t\t\t\tstyles = getStyles( elem );\n\t\t\t\tlen = name.length;\n\n\t\t\t\tfor ( ; i < len; i++ ) {\n\t\t\t\t\tmap[ name[ i ] ] = jQuery.css( elem, name[ i ], false, styles );\n\t\t\t\t}\n\n\t\t\t\treturn map;\n\t\t\t}\n\n\t\t\treturn value !== undefined ?\n\t\t\t\tjQuery.style( elem, name, value ) :\n\t\t\t\tjQuery.css( elem, name );\n\t\t}, name, value, arguments.length > 1 );\n\t}\n} );\n\n\nfunction Tween( elem, options, prop, end, easing ) {\n\treturn new Tween.prototype.init( elem, options, prop, end, easing );\n}\njQuery.Tween = Tween;\n\nTween.prototype = {\n\tconstructor: Tween,\n\tinit: function( elem, options, prop, end, easing, unit ) {\n\t\tthis.elem = elem;\n\t\tthis.prop = prop;\n\t\tthis.easing = easing || jQuery.easing._default;\n\t\tthis.options = options;\n\t\tthis.start = this.now = this.cur();\n\t\tthis.end = end;\n\t\tthis.unit = unit || ( jQuery.cssNumber[ prop ] ? \"\" : \"px\" );\n\t},\n\tcur: function() {\n\t\tvar hooks = Tween.propHooks[ this.prop ];\n\n\t\treturn hooks && hooks.get ?\n\t\t\thooks.get( this ) :\n\t\t\tTween.propHooks._default.get( this );\n\t},\n\trun: function( percent ) {\n\t\tvar eased,\n\t\t\thooks = Tween.propHooks[ this.prop ];\n\n\t\tif ( this.options.duration ) {\n\t\t\tthis.pos = eased = jQuery.easing[ this.easing ](\n\t\t\t\tpercent, this.options.duration * percent, 0, 1, this.options.duration\n\t\t\t);\n\t\t} else {\n\t\t\tthis.pos = eased = percent;\n\t\t}\n\t\tthis.now = ( this.end - this.start ) * eased + this.start;\n\n\t\tif ( this.options.step ) {\n\t\t\tthis.options.step.call( this.elem, this.now, this );\n\t\t}\n\n\t\tif ( hooks && hooks.set ) {\n\t\t\thooks.set( this );\n\t\t} else {\n\t\t\tTween.propHooks._default.set( this );\n\t\t}\n\t\treturn this;\n\t}\n};\n\nTween.prototype.init.prototype = Tween.prototype;\n\nTween.propHooks = {\n\t_default: {\n\t\tget: function( tween ) {\n\t\t\tvar result;\n\n\t\t\t// Use a property on the element directly when it is not a DOM element,\n\t\t\t// or when there is no matching style property that exists.\n\t\t\tif ( tween.elem.nodeType !== 1 ||\n\t\t\t\ttween.elem[ tween.prop ] != null && tween.elem.style[ tween.prop ] == null ) {\n\t\t\t\treturn tween.elem[ tween.prop ];\n\t\t\t}\n\n\t\t\t// Passing an empty string as a 3rd parameter to .css will automatically\n\t\t\t// attempt a parseFloat and fallback to a string if the parse fails.\n\t\t\t// Simple values such as \"10px\" are parsed to Float;\n\t\t\t// complex values such as \"rotate(1rad)\" are returned as-is.\n\t\t\tresult = jQuery.css( tween.elem, tween.prop, \"\" );\n\n\t\t\t// Empty strings, null, undefined and \"auto\" are converted to 0.\n\t\t\treturn !result || result === \"auto\" ? 0 : result;\n\t\t},\n\t\tset: function( tween ) {\n\n\t\t\t// Use step hook for back compat.\n\t\t\t// Use cssHook if its there.\n\t\t\t// Use .style if available and use plain properties where available.\n\t\t\tif ( jQuery.fx.step[ tween.prop ] ) {\n\t\t\t\tjQuery.fx.step[ tween.prop ]( tween );\n\t\t\t} else if ( tween.elem.nodeType === 1 && (\n\t\t\t\tjQuery.cssHooks[ tween.prop ] ||\n\t\t\t\t\ttween.elem.style[ finalPropName( tween.prop ) ] != null ) ) {\n\t\t\t\tjQuery.style( tween.elem, tween.prop, tween.now + tween.unit );\n\t\t\t} else {\n\t\t\t\ttween.elem[ tween.prop ] = tween.now;\n\t\t\t}\n\t\t}\n\t}\n};\n\n// Support: IE <=9 only\n// Panic based approach to setting things on disconnected nodes\nTween.propHooks.scrollTop = Tween.propHooks.scrollLeft = {\n\tset: function( tween ) {\n\t\tif ( tween.elem.nodeType && tween.elem.parentNode ) {\n\t\t\ttween.elem[ tween.prop ] = tween.now;\n\t\t}\n\t}\n};\n\njQuery.easing = {\n\tlinear: function( p ) {\n\t\treturn p;\n\t},\n\tswing: function( p ) {\n\t\treturn 0.5 - Math.cos( p * Math.PI ) / 2;\n\t},\n\t_default: \"swing\"\n};\n\njQuery.fx = Tween.prototype.init;\n\n// Back compat <1.8 extension point\njQuery.fx.step = {};\n\n\n\n\nvar\n\tfxNow, inProgress,\n\trfxtypes = /^(?:toggle|show|hide)$/,\n\trrun = /queueHooks$/;\n\nfunction schedule() {\n\tif ( inProgress ) {\n\t\tif ( document.hidden === false && window.requestAnimationFrame ) {\n\t\t\twindow.requestAnimationFrame( schedule );\n\t\t} else {\n\t\t\twindow.setTimeout( schedule, jQuery.fx.interval );\n\t\t}\n\n\t\tjQuery.fx.tick();\n\t}\n}\n\n// Animations created synchronously will run synchronously\nfunction createFxNow() {\n\twindow.setTimeout( function() {\n\t\tfxNow = undefined;\n\t} );\n\treturn ( fxNow = Date.now() );\n}\n\n// Generate parameters to create a standard animation\nfunction genFx( type, includeWidth ) {\n\tvar which,\n\t\ti = 0,\n\t\tattrs = { height: type };\n\n\t// If we include width, step value is 1 to do all cssExpand values,\n\t// otherwise step value is 2 to skip over Left and Right\n\tincludeWidth = includeWidth ? 1 : 0;\n\tfor ( ; i < 4; i += 2 - includeWidth ) {\n\t\twhich = cssExpand[ i ];\n\t\tattrs[ \"margin\" + which ] = attrs[ \"padding\" + which ] = type;\n\t}\n\n\tif ( includeWidth ) {\n\t\tattrs.opacity = attrs.width = type;\n\t}\n\n\treturn attrs;\n}\n\nfunction createTween( value, prop, animation ) {\n\tvar tween,\n\t\tcollection = ( Animation.tweeners[ prop ] || [] ).concat( Animation.tweeners[ \"*\" ] ),\n\t\tindex = 0,\n\t\tlength = collection.length;\n\tfor ( ; index < length; index++ ) {\n\t\tif ( ( tween = collection[ index ].call( animation, prop, value ) ) ) {\n\n\t\t\t// We're done with this property\n\t\t\treturn tween;\n\t\t}\n\t}\n}\n\nfunction defaultPrefilter( elem, props, opts ) {\n\tvar prop, value, toggle, hooks, oldfire, propTween, restoreDisplay, display,\n\t\tisBox = \"width\" in props || \"height\" in props,\n\t\tanim = this,\n\t\torig = {},\n\t\tstyle = elem.style,\n\t\thidden = elem.nodeType && isHiddenWithinTree( elem ),\n\t\tdataShow = dataPriv.get( elem, \"fxshow\" );\n\n\t// Queue-skipping animations hijack the fx hooks\n\tif ( !opts.queue ) {\n\t\thooks = jQuery._queueHooks( elem, \"fx\" );\n\t\tif ( hooks.unqueued == null ) {\n\t\t\thooks.unqueued = 0;\n\t\t\toldfire = hooks.empty.fire;\n\t\t\thooks.empty.fire = function() {\n\t\t\t\tif ( !hooks.unqueued ) {\n\t\t\t\t\toldfire();\n\t\t\t\t}\n\t\t\t};\n\t\t}\n\t\thooks.unqueued++;\n\n\t\tanim.always( function() {\n\n\t\t\t// Ensure the complete handler is called before this completes\n\t\t\tanim.always( function() {\n\t\t\t\thooks.unqueued--;\n\t\t\t\tif ( !jQuery.queue( elem, \"fx\" ).length ) {\n\t\t\t\t\thooks.empty.fire();\n\t\t\t\t}\n\t\t\t} );\n\t\t} );\n\t}\n\n\t// Detect show/hide animations\n\tfor ( prop in props ) {\n\t\tvalue = props[ prop ];\n\t\tif ( rfxtypes.test( value ) ) {\n\t\t\tdelete props[ prop ];\n\t\t\ttoggle = toggle || value === \"toggle\";\n\t\t\tif ( value === ( hidden ? \"hide\" : \"show\" ) ) {\n\n\t\t\t\t// Pretend to be hidden if this is a \"show\" and\n\t\t\t\t// there is still data from a stopped show/hide\n\t\t\t\tif ( value === \"show\" && dataShow && dataShow[ prop ] !== undefined ) {\n\t\t\t\t\thidden = true;\n\n\t\t\t\t// Ignore all other no-op show/hide data\n\t\t\t\t} else {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\t\t\torig[ prop ] = dataShow && dataShow[ prop ] || jQuery.style( elem, prop );\n\t\t}\n\t}\n\n\t// Bail out if this is a no-op like .hide().hide()\n\tpropTween = !jQuery.isEmptyObject( props );\n\tif ( !propTween && jQuery.isEmptyObject( orig ) ) {\n\t\treturn;\n\t}\n\n\t// Restrict \"overflow\" and \"display\" styles during box animations\n\tif ( isBox && elem.nodeType === 1 ) {\n\n\t\t// Support: IE <=9 - 11, Edge 12 - 15\n\t\t// Record all 3 overflow attributes because IE does not infer the shorthand\n\t\t// from identically-valued overflowX and overflowY and Edge just mirrors\n\t\t// the overflowX value there.\n\t\topts.overflow = [ style.overflow, style.overflowX, style.overflowY ];\n\n\t\t// Identify a display type, preferring old show/hide data over the CSS cascade\n\t\trestoreDisplay = dataShow && dataShow.display;\n\t\tif ( restoreDisplay == null ) {\n\t\t\trestoreDisplay = dataPriv.get( elem, \"display\" );\n\t\t}\n\t\tdisplay = jQuery.css( elem, \"display\" );\n\t\tif ( display === \"none\" ) {\n\t\t\tif ( restoreDisplay ) {\n\t\t\t\tdisplay = restoreDisplay;\n\t\t\t} else {\n\n\t\t\t\t// Get nonempty value(s) by temporarily forcing visibility\n\t\t\t\tshowHide( [ elem ], true );\n\t\t\t\trestoreDisplay = elem.style.display || restoreDisplay;\n\t\t\t\tdisplay = jQuery.css( elem, \"display\" );\n\t\t\t\tshowHide( [ elem ] );\n\t\t\t}\n\t\t}\n\n\t\t// Animate inline elements as inline-block\n\t\tif ( display === \"inline\" || display === \"inline-block\" && restoreDisplay != null ) {\n\t\t\tif ( jQuery.css( elem, \"float\" ) === \"none\" ) {\n\n\t\t\t\t// Restore the original display value at the end of pure show/hide animations\n\t\t\t\tif ( !propTween ) {\n\t\t\t\t\tanim.done( function() {\n\t\t\t\t\t\tstyle.display = restoreDisplay;\n\t\t\t\t\t} );\n\t\t\t\t\tif ( restoreDisplay == null ) {\n\t\t\t\t\t\tdisplay = style.display;\n\t\t\t\t\t\trestoreDisplay = display === \"none\" ? \"\" : display;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tstyle.display = \"inline-block\";\n\t\t\t}\n\t\t}\n\t}\n\n\tif ( opts.overflow ) {\n\t\tstyle.overflow = \"hidden\";\n\t\tanim.always( function() {\n\t\t\tstyle.overflow = opts.overflow[ 0 ];\n\t\t\tstyle.overflowX = opts.overflow[ 1 ];\n\t\t\tstyle.overflowY = opts.overflow[ 2 ];\n\t\t} );\n\t}\n\n\t// Implement show/hide animations\n\tpropTween = false;\n\tfor ( prop in orig ) {\n\n\t\t// General show/hide setup for this element animation\n\t\tif ( !propTween ) {\n\t\t\tif ( dataShow ) {\n\t\t\t\tif ( \"hidden\" in dataShow ) {\n\t\t\t\t\thidden = dataShow.hidden;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tdataShow = dataPriv.access( elem, \"fxshow\", { display: restoreDisplay } );\n\t\t\t}\n\n\t\t\t// Store hidden/visible for toggle so `.stop().toggle()` \"reverses\"\n\t\t\tif ( toggle ) {\n\t\t\t\tdataShow.hidden = !hidden;\n\t\t\t}\n\n\t\t\t// Show elements before animating them\n\t\t\tif ( hidden ) {\n\t\t\t\tshowHide( [ elem ], true );\n\t\t\t}\n\n\t\t\t/* eslint-disable no-loop-func */\n\n\t\t\tanim.done( function() {\n\n\t\t\t\t/* eslint-enable no-loop-func */\n\n\t\t\t\t// The final step of a \"hide\" animation is actually hiding the element\n\t\t\t\tif ( !hidden ) {\n\t\t\t\t\tshowHide( [ elem ] );\n\t\t\t\t}\n\t\t\t\tdataPriv.remove( elem, \"fxshow\" );\n\t\t\t\tfor ( prop in orig ) {\n\t\t\t\t\tjQuery.style( elem, prop, orig[ prop ] );\n\t\t\t\t}\n\t\t\t} );\n\t\t}\n\n\t\t// Per-property setup\n\t\tpropTween = createTween( hidden ? dataShow[ prop ] : 0, prop, anim );\n\t\tif ( !( prop in dataShow ) ) {\n\t\t\tdataShow[ prop ] = propTween.start;\n\t\t\tif ( hidden ) {\n\t\t\t\tpropTween.end = propTween.start;\n\t\t\t\tpropTween.start = 0;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfunction propFilter( props, specialEasing ) {\n\tvar index, name, easing, value, hooks;\n\n\t// camelCase, specialEasing and expand cssHook pass\n\tfor ( index in props ) {\n\t\tname = camelCase( index );\n\t\teasing = specialEasing[ name ];\n\t\tvalue = props[ index ];\n\t\tif ( Array.isArray( value ) ) {\n\t\t\teasing = value[ 1 ];\n\t\t\tvalue = props[ index ] = value[ 0 ];\n\t\t}\n\n\t\tif ( index !== name ) {\n\t\t\tprops[ name ] = value;\n\t\t\tdelete props[ index ];\n\t\t}\n\n\t\thooks = jQuery.cssHooks[ name ];\n\t\tif ( hooks && \"expand\" in hooks ) {\n\t\t\tvalue = hooks.expand( value );\n\t\t\tdelete props[ name ];\n\n\t\t\t// Not quite $.extend, this won't overwrite existing keys.\n\t\t\t// Reusing 'index' because we have the correct \"name\"\n\t\t\tfor ( index in value ) {\n\t\t\t\tif ( !( index in props ) ) {\n\t\t\t\t\tprops[ index ] = value[ index ];\n\t\t\t\t\tspecialEasing[ index ] = easing;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tspecialEasing[ name ] = easing;\n\t\t}\n\t}\n}\n\nfunction Animation( elem, properties, options ) {\n\tvar result,\n\t\tstopped,\n\t\tindex = 0,\n\t\tlength = Animation.prefilters.length,\n\t\tdeferred = jQuery.Deferred().always( function() {\n\n\t\t\t// Don't match elem in the :animated selector\n\t\t\tdelete tick.elem;\n\t\t} ),\n\t\ttick = function() {\n\t\t\tif ( stopped ) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tvar currentTime = fxNow || createFxNow(),\n\t\t\t\tremaining = Math.max( 0, animation.startTime + animation.duration - currentTime ),\n\n\t\t\t\t// Support: Android 2.3 only\n\t\t\t\t// Archaic crash bug won't allow us to use `1 - ( 0.5 || 0 )` (trac-12497)\n\t\t\t\ttemp = remaining / animation.duration || 0,\n\t\t\t\tpercent = 1 - temp,\n\t\t\t\tindex = 0,\n\t\t\t\tlength = animation.tweens.length;\n\n\t\t\tfor ( ; index < length; index++ ) {\n\t\t\t\tanimation.tweens[ index ].run( percent );\n\t\t\t}\n\n\t\t\tdeferred.notifyWith( elem, [ animation, percent, remaining ] );\n\n\t\t\t// If there's more to do, yield\n\t\t\tif ( percent < 1 && length ) {\n\t\t\t\treturn remaining;\n\t\t\t}\n\n\t\t\t// If this was an empty animation, synthesize a final progress notification\n\t\t\tif ( !length ) {\n\t\t\t\tdeferred.notifyWith( elem, [ animation, 1, 0 ] );\n\t\t\t}\n\n\t\t\t// Resolve the animation and report its conclusion\n\t\t\tdeferred.resolveWith( elem, [ animation ] );\n\t\t\treturn false;\n\t\t},\n\t\tanimation = deferred.promise( {\n\t\t\telem: elem,\n\t\t\tprops: jQuery.extend( {}, properties ),\n\t\t\topts: jQuery.extend( true, {\n\t\t\t\tspecialEasing: {},\n\t\t\t\teasing: jQuery.easing._default\n\t\t\t}, options ),\n\t\t\toriginalProperties: properties,\n\t\t\toriginalOptions: options,\n\t\t\tstartTime: fxNow || createFxNow(),\n\t\t\tduration: options.duration,\n\t\t\ttweens: [],\n\t\t\tcreateTween: function( prop, end ) {\n\t\t\t\tvar tween = jQuery.Tween( elem, animation.opts, prop, end,\n\t\t\t\t\tanimation.opts.specialEasing[ prop ] || animation.opts.easing );\n\t\t\t\tanimation.tweens.push( tween );\n\t\t\t\treturn tween;\n\t\t\t},\n\t\t\tstop: function( gotoEnd ) {\n\t\t\t\tvar index = 0,\n\n\t\t\t\t\t// If we are going to the end, we want to run all the tweens\n\t\t\t\t\t// otherwise we skip this part\n\t\t\t\t\tlength = gotoEnd ? animation.tweens.length : 0;\n\t\t\t\tif ( stopped ) {\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\t\t\t\tstopped = true;\n\t\t\t\tfor ( ; index < length; index++ ) {\n\t\t\t\t\tanimation.tweens[ index ].run( 1 );\n\t\t\t\t}\n\n\t\t\t\t// Resolve when we played the last frame; otherwise, reject\n\t\t\t\tif ( gotoEnd ) {\n\t\t\t\t\tdeferred.notifyWith( elem, [ animation, 1, 0 ] );\n\t\t\t\t\tdeferred.resolveWith( elem, [ animation, gotoEnd ] );\n\t\t\t\t} else {\n\t\t\t\t\tdeferred.rejectWith( elem, [ animation, gotoEnd ] );\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t}\n\t\t} ),\n\t\tprops = animation.props;\n\n\tpropFilter( props, animation.opts.specialEasing );\n\n\tfor ( ; index < length; index++ ) {\n\t\tresult = Animation.prefilters[ index ].call( animation, elem, props, animation.opts );\n\t\tif ( result ) {\n\t\t\tif ( isFunction( result.stop ) ) {\n\t\t\t\tjQuery._queueHooks( animation.elem, animation.opts.queue ).stop =\n\t\t\t\t\tresult.stop.bind( result );\n\t\t\t}\n\t\t\treturn result;\n\t\t}\n\t}\n\n\tjQuery.map( props, createTween, animation );\n\n\tif ( isFunction( animation.opts.start ) ) {\n\t\tanimation.opts.start.call( elem, animation );\n\t}\n\n\t// Attach callbacks from options\n\tanimation\n\t\t.progress( animation.opts.progress )\n\t\t.done( animation.opts.done, animation.opts.complete )\n\t\t.fail( animation.opts.fail )\n\t\t.always( animation.opts.always );\n\n\tjQuery.fx.timer(\n\t\tjQuery.extend( tick, {\n\t\t\telem: elem,\n\t\t\tanim: animation,\n\t\t\tqueue: animation.opts.queue\n\t\t} )\n\t);\n\n\treturn animation;\n}\n\njQuery.Animation = jQuery.extend( Animation, {\n\n\ttweeners: {\n\t\t\"*\": [ function( prop, value ) {\n\t\t\tvar tween = this.createTween( prop, value );\n\t\t\tadjustCSS( tween.elem, prop, rcssNum.exec( value ), tween );\n\t\t\treturn tween;\n\t\t} ]\n\t},\n\n\ttweener: function( props, callback ) {\n\t\tif ( isFunction( props ) ) {\n\t\t\tcallback = props;\n\t\t\tprops = [ \"*\" ];\n\t\t} else {\n\t\t\tprops = props.match( rnothtmlwhite );\n\t\t}\n\n\t\tvar prop,\n\t\t\tindex = 0,\n\t\t\tlength = props.length;\n\n\t\tfor ( ; index < length; index++ ) {\n\t\t\tprop = props[ index ];\n\t\t\tAnimation.tweeners[ prop ] = Animation.tweeners[ prop ] || [];\n\t\t\tAnimation.tweeners[ prop ].unshift( callback );\n\t\t}\n\t},\n\n\tprefilters: [ defaultPrefilter ],\n\n\tprefilter: function( callback, prepend ) {\n\t\tif ( prepend ) {\n\t\t\tAnimation.prefilters.unshift( callback );\n\t\t} else {\n\t\t\tAnimation.prefilters.push( callback );\n\t\t}\n\t}\n} );\n\njQuery.speed = function( speed, easing, fn ) {\n\tvar opt = speed && typeof speed === \"object\" ? jQuery.extend( {}, speed ) : {\n\t\tcomplete: fn || !fn && easing ||\n\t\t\tisFunction( speed ) && speed,\n\t\tduration: speed,\n\t\teasing: fn && easing || easing && !isFunction( easing ) && easing\n\t};\n\n\t// Go to the end state if fx are off\n\tif ( jQuery.fx.off ) {\n\t\topt.duration = 0;\n\n\t} else {\n\t\tif ( typeof opt.duration !== \"number\" ) {\n\t\t\tif ( opt.duration in jQuery.fx.speeds ) {\n\t\t\t\topt.duration = jQuery.fx.speeds[ opt.duration ];\n\n\t\t\t} else {\n\t\t\t\topt.duration = jQuery.fx.speeds._default;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Normalize opt.queue - true/undefined/null -> \"fx\"\n\tif ( opt.queue == null || opt.queue === true ) {\n\t\topt.queue = \"fx\";\n\t}\n\n\t// Queueing\n\topt.old = opt.complete;\n\n\topt.complete = function() {\n\t\tif ( isFunction( opt.old ) ) {\n\t\t\topt.old.call( this );\n\t\t}\n\n\t\tif ( opt.queue ) {\n\t\t\tjQuery.dequeue( this, opt.queue );\n\t\t}\n\t};\n\n\treturn opt;\n};\n\njQuery.fn.extend( {\n\tfadeTo: function( speed, to, easing, callback ) {\n\n\t\t// Show any hidden elements after setting opacity to 0\n\t\treturn this.filter( isHiddenWithinTree ).css( \"opacity\", 0 ).show()\n\n\t\t\t// Animate to the value specified\n\t\t\t.end().animate( { opacity: to }, speed, easing, callback );\n\t},\n\tanimate: function( prop, speed, easing, callback ) {\n\t\tvar empty = jQuery.isEmptyObject( prop ),\n\t\t\toptall = jQuery.speed( speed, easing, callback ),\n\t\t\tdoAnimation = function() {\n\n\t\t\t\t// Operate on a copy of prop so per-property easing won't be lost\n\t\t\t\tvar anim = Animation( this, jQuery.extend( {}, prop ), optall );\n\n\t\t\t\t// Empty animations, or finishing resolves immediately\n\t\t\t\tif ( empty || dataPriv.get( this, \"finish\" ) ) {\n\t\t\t\t\tanim.stop( true );\n\t\t\t\t}\n\t\t\t};\n\n\t\tdoAnimation.finish = doAnimation;\n\n\t\treturn empty || optall.queue === false ?\n\t\t\tthis.each( doAnimation ) :\n\t\t\tthis.queue( optall.queue, doAnimation );\n\t},\n\tstop: function( type, clearQueue, gotoEnd ) {\n\t\tvar stopQueue = function( hooks ) {\n\t\t\tvar stop = hooks.stop;\n\t\t\tdelete hooks.stop;\n\t\t\tstop( gotoEnd );\n\t\t};\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tgotoEnd = clearQueue;\n\t\t\tclearQueue = type;\n\t\t\ttype = undefined;\n\t\t}\n\t\tif ( clearQueue ) {\n\t\t\tthis.queue( type || \"fx\", [] );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar dequeue = true,\n\t\t\t\tindex = type != null && type + \"queueHooks\",\n\t\t\t\ttimers = jQuery.timers,\n\t\t\t\tdata = dataPriv.get( this );\n\n\t\t\tif ( index ) {\n\t\t\t\tif ( data[ index ] && data[ index ].stop ) {\n\t\t\t\t\tstopQueue( data[ index ] );\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tfor ( index in data ) {\n\t\t\t\t\tif ( data[ index ] && data[ index ].stop && rrun.test( index ) ) {\n\t\t\t\t\t\tstopQueue( data[ index ] );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfor ( index = timers.length; index--; ) {\n\t\t\t\tif ( timers[ index ].elem === this &&\n\t\t\t\t\t( type == null || timers[ index ].queue === type ) ) {\n\n\t\t\t\t\ttimers[ index ].anim.stop( gotoEnd );\n\t\t\t\t\tdequeue = false;\n\t\t\t\t\ttimers.splice( index, 1 );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Start the next in the queue if the last step wasn't forced.\n\t\t\t// Timers currently will call their complete callbacks, which\n\t\t\t// will dequeue but only if they were gotoEnd.\n\t\t\tif ( dequeue || !gotoEnd ) {\n\t\t\t\tjQuery.dequeue( this, type );\n\t\t\t}\n\t\t} );\n\t},\n\tfinish: function( type ) {\n\t\tif ( type !== false ) {\n\t\t\ttype = type || \"fx\";\n\t\t}\n\t\treturn this.each( function() {\n\t\t\tvar index,\n\t\t\t\tdata = dataPriv.get( this ),\n\t\t\t\tqueue = data[ type + \"queue\" ],\n\t\t\t\thooks = data[ type + \"queueHooks\" ],\n\t\t\t\ttimers = jQuery.timers,\n\t\t\t\tlength = queue ? queue.length : 0;\n\n\t\t\t// Enable finishing flag on private data\n\t\t\tdata.finish = true;\n\n\t\t\t// Empty the queue first\n\t\t\tjQuery.queue( this, type, [] );\n\n\t\t\tif ( hooks && hooks.stop ) {\n\t\t\t\thooks.stop.call( this, true );\n\t\t\t}\n\n\t\t\t// Look for any active animations, and finish them\n\t\t\tfor ( index = timers.length; index--; ) {\n\t\t\t\tif ( timers[ index ].elem === this && timers[ index ].queue === type ) {\n\t\t\t\t\ttimers[ index ].anim.stop( true );\n\t\t\t\t\ttimers.splice( index, 1 );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Look for any animations in the old queue and finish them\n\t\t\tfor ( index = 0; index < length; index++ ) {\n\t\t\t\tif ( queue[ index ] && queue[ index ].finish ) {\n\t\t\t\t\tqueue[ index ].finish.call( this );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Turn off finishing flag\n\t\t\tdelete data.finish;\n\t\t} );\n\t}\n} );\n\njQuery.each( [ \"toggle\", \"show\", \"hide\" ], function( _i, name ) {\n\tvar cssFn = jQuery.fn[ name ];\n\tjQuery.fn[ name ] = function( speed, easing, callback ) {\n\t\treturn speed == null || typeof speed === \"boolean\" ?\n\t\t\tcssFn.apply( this, arguments ) :\n\t\t\tthis.animate( genFx( name, true ), speed, easing, callback );\n\t};\n} );\n\n// Generate shortcuts for custom animations\njQuery.each( {\n\tslideDown: genFx( \"show\" ),\n\tslideUp: genFx( \"hide\" ),\n\tslideToggle: genFx( \"toggle\" ),\n\tfadeIn: { opacity: \"show\" },\n\tfadeOut: { opacity: \"hide\" },\n\tfadeToggle: { opacity: \"toggle\" }\n}, function( name, props ) {\n\tjQuery.fn[ name ] = function( speed, easing, callback ) {\n\t\treturn this.animate( props, speed, easing, callback );\n\t};\n} );\n\njQuery.timers = [];\njQuery.fx.tick = function() {\n\tvar timer,\n\t\ti = 0,\n\t\ttimers = jQuery.timers;\n\n\tfxNow = Date.now();\n\n\tfor ( ; i < timers.length; i++ ) {\n\t\ttimer = timers[ i ];\n\n\t\t// Run the timer and safely remove it when done (allowing for external removal)\n\t\tif ( !timer() && timers[ i ] === timer ) {\n\t\t\ttimers.splice( i--, 1 );\n\t\t}\n\t}\n\n\tif ( !timers.length ) {\n\t\tjQuery.fx.stop();\n\t}\n\tfxNow = undefined;\n};\n\njQuery.fx.timer = function( timer ) {\n\tjQuery.timers.push( timer );\n\tjQuery.fx.start();\n};\n\njQuery.fx.interval = 13;\njQuery.fx.start = function() {\n\tif ( inProgress ) {\n\t\treturn;\n\t}\n\n\tinProgress = true;\n\tschedule();\n};\n\njQuery.fx.stop = function() {\n\tinProgress = null;\n};\n\njQuery.fx.speeds = {\n\tslow: 600,\n\tfast: 200,\n\n\t// Default speed\n\t_default: 400\n};\n\n\n// Based off of the plugin by Clint Helfers, with permission.\njQuery.fn.delay = function( time, type ) {\n\ttime = jQuery.fx ? jQuery.fx.speeds[ time ] || time : time;\n\ttype = type || \"fx\";\n\n\treturn this.queue( type, function( next, hooks ) {\n\t\tvar timeout = window.setTimeout( next, time );\n\t\thooks.stop = function() {\n\t\t\twindow.clearTimeout( timeout );\n\t\t};\n\t} );\n};\n\n\n( function() {\n\tvar input = document.createElement( \"input\" ),\n\t\tselect = document.createElement( \"select\" ),\n\t\topt = select.appendChild( document.createElement( \"option\" ) );\n\n\tinput.type = \"checkbox\";\n\n\t// Support: Android <=4.3 only\n\t// Default value for a checkbox should be \"on\"\n\tsupport.checkOn = input.value !== \"\";\n\n\t// Support: IE <=11 only\n\t// Must access selectedIndex to make default options select\n\tsupport.optSelected = opt.selected;\n\n\t// Support: IE <=11 only\n\t// An input loses its value after becoming a radio\n\tinput = document.createElement( \"input\" );\n\tinput.value = \"t\";\n\tinput.type = \"radio\";\n\tsupport.radioValue = input.value === \"t\";\n} )();\n\n\nvar boolHook,\n\tattrHandle = jQuery.expr.attrHandle;\n\njQuery.fn.extend( {\n\tattr: function( name, value ) {\n\t\treturn access( this, jQuery.attr, name, value, arguments.length > 1 );\n\t},\n\n\tremoveAttr: function( name ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.removeAttr( this, name );\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tattr: function( elem, name, value ) {\n\t\tvar ret, hooks,\n\t\t\tnType = elem.nodeType;\n\n\t\t// Don't get/set attributes on text, comment and attribute nodes\n\t\tif ( nType === 3 || nType === 8 || nType === 2 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Fallback to prop when attributes are not supported\n\t\tif ( typeof elem.getAttribute === \"undefined\" ) {\n\t\t\treturn jQuery.prop( elem, name, value );\n\t\t}\n\n\t\t// Attribute hooks are determined by the lowercase version\n\t\t// Grab necessary hook if one is defined\n\t\tif ( nType !== 1 || !jQuery.isXMLDoc( elem ) ) {\n\t\t\thooks = jQuery.attrHooks[ name.toLowerCase() ] ||\n\t\t\t\t( jQuery.expr.match.bool.test( name ) ? boolHook : undefined );\n\t\t}\n\n\t\tif ( value !== undefined ) {\n\t\t\tif ( value === null ) {\n\t\t\t\tjQuery.removeAttr( elem, name );\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif ( hooks && \"set\" in hooks &&\n\t\t\t\t( ret = hooks.set( elem, value, name ) ) !== undefined ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\telem.setAttribute( name, value + \"\" );\n\t\t\treturn value;\n\t\t}\n\n\t\tif ( hooks && \"get\" in hooks && ( ret = hooks.get( elem, name ) ) !== null ) {\n\t\t\treturn ret;\n\t\t}\n\n\t\tret = jQuery.find.attr( elem, name );\n\n\t\t// Non-existent attributes return null, we normalize to undefined\n\t\treturn ret == null ? undefined : ret;\n\t},\n\n\tattrHooks: {\n\t\ttype: {\n\t\t\tset: function( elem, value ) {\n\t\t\t\tif ( !support.radioValue && value === \"radio\" &&\n\t\t\t\t\tnodeName( elem, \"input\" ) ) {\n\t\t\t\t\tvar val = elem.value;\n\t\t\t\t\telem.setAttribute( \"type\", value );\n\t\t\t\t\tif ( val ) {\n\t\t\t\t\t\telem.value = val;\n\t\t\t\t\t}\n\t\t\t\t\treturn value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\tremoveAttr: function( elem, value ) {\n\t\tvar name,\n\t\t\ti = 0,\n\n\t\t\t// Attribute names can contain non-HTML whitespace characters\n\t\t\t// https://html.spec.whatwg.org/multipage/syntax.html#attributes-2\n\t\t\tattrNames = value && value.match( rnothtmlwhite );\n\n\t\tif ( attrNames && elem.nodeType === 1 ) {\n\t\t\twhile ( ( name = attrNames[ i++ ] ) ) {\n\t\t\t\telem.removeAttribute( name );\n\t\t\t}\n\t\t}\n\t}\n} );\n\n// Hooks for boolean attributes\nboolHook = {\n\tset: function( elem, value, name ) {\n\t\tif ( value === false ) {\n\n\t\t\t// Remove boolean attributes when set to false\n\t\t\tjQuery.removeAttr( elem, name );\n\t\t} else {\n\t\t\telem.setAttribute( name, name );\n\t\t}\n\t\treturn name;\n\t}\n};\n\njQuery.each( jQuery.expr.match.bool.source.match( /\\w+/g ), function( _i, name ) {\n\tvar getter = attrHandle[ name ] || jQuery.find.attr;\n\n\tattrHandle[ name ] = function( elem, name, isXML ) {\n\t\tvar ret, handle,\n\t\t\tlowercaseName = name.toLowerCase();\n\n\t\tif ( !isXML ) {\n\n\t\t\t// Avoid an infinite loop by temporarily removing this function from the getter\n\t\t\thandle = attrHandle[ lowercaseName ];\n\t\t\tattrHandle[ lowercaseName ] = ret;\n\t\t\tret = getter( elem, name, isXML ) != null ?\n\t\t\t\tlowercaseName :\n\t\t\t\tnull;\n\t\t\tattrHandle[ lowercaseName ] = handle;\n\t\t}\n\t\treturn ret;\n\t};\n} );\n\n\n\n\nvar rfocusable = /^(?:input|select|textarea|button)$/i,\n\trclickable = /^(?:a|area)$/i;\n\njQuery.fn.extend( {\n\tprop: function( name, value ) {\n\t\treturn access( this, jQuery.prop, name, value, arguments.length > 1 );\n\t},\n\n\tremoveProp: function( name ) {\n\t\treturn this.each( function() {\n\t\t\tdelete this[ jQuery.propFix[ name ] || name ];\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tprop: function( elem, name, value ) {\n\t\tvar ret, hooks,\n\t\t\tnType = elem.nodeType;\n\n\t\t// Don't get/set properties on text, comment and attribute nodes\n\t\tif ( nType === 3 || nType === 8 || nType === 2 ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( nType !== 1 || !jQuery.isXMLDoc( elem ) ) {\n\n\t\t\t// Fix name and attach hooks\n\t\t\tname = jQuery.propFix[ name ] || name;\n\t\t\thooks = jQuery.propHooks[ name ];\n\t\t}\n\n\t\tif ( value !== undefined ) {\n\t\t\tif ( hooks && \"set\" in hooks &&\n\t\t\t\t( ret = hooks.set( elem, value, name ) ) !== undefined ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\treturn ( elem[ name ] = value );\n\t\t}\n\n\t\tif ( hooks && \"get\" in hooks && ( ret = hooks.get( elem, name ) ) !== null ) {\n\t\t\treturn ret;\n\t\t}\n\n\t\treturn elem[ name ];\n\t},\n\n\tpropHooks: {\n\t\ttabIndex: {\n\t\t\tget: function( elem ) {\n\n\t\t\t\t// Support: IE <=9 - 11 only\n\t\t\t\t// elem.tabIndex doesn't always return the\n\t\t\t\t// correct value when it hasn't been explicitly set\n\t\t\t\t// Use proper attribute retrieval (trac-12072)\n\t\t\t\tvar tabindex = jQuery.find.attr( elem, \"tabindex\" );\n\n\t\t\t\tif ( tabindex ) {\n\t\t\t\t\treturn parseInt( tabindex, 10 );\n\t\t\t\t}\n\n\t\t\t\tif (\n\t\t\t\t\trfocusable.test( elem.nodeName ) ||\n\t\t\t\t\trclickable.test( elem.nodeName ) &&\n\t\t\t\t\telem.href\n\t\t\t\t) {\n\t\t\t\t\treturn 0;\n\t\t\t\t}\n\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t},\n\n\tpropFix: {\n\t\t\"for\": \"htmlFor\",\n\t\t\"class\": \"className\"\n\t}\n} );\n\n// Support: IE <=11 only\n// Accessing the selectedIndex property\n// forces the browser to respect setting selected\n// on the option\n// The getter ensures a default option is selected\n// when in an optgroup\n// eslint rule \"no-unused-expressions\" is disabled for this code\n// since it considers such accessions noop\nif ( !support.optSelected ) {\n\tjQuery.propHooks.selected = {\n\t\tget: function( elem ) {\n\n\t\t\t/* eslint no-unused-expressions: \"off\" */\n\n\t\t\tvar parent = elem.parentNode;\n\t\t\tif ( parent && parent.parentNode ) {\n\t\t\t\tparent.parentNode.selectedIndex;\n\t\t\t}\n\t\t\treturn null;\n\t\t},\n\t\tset: function( elem ) {\n\n\t\t\t/* eslint no-unused-expressions: \"off\" */\n\n\t\t\tvar parent = elem.parentNode;\n\t\t\tif ( parent ) {\n\t\t\t\tparent.selectedIndex;\n\n\t\t\t\tif ( parent.parentNode ) {\n\t\t\t\t\tparent.parentNode.selectedIndex;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n}\n\njQuery.each( [\n\t\"tabIndex\",\n\t\"readOnly\",\n\t\"maxLength\",\n\t\"cellSpacing\",\n\t\"cellPadding\",\n\t\"rowSpan\",\n\t\"colSpan\",\n\t\"useMap\",\n\t\"frameBorder\",\n\t\"contentEditable\"\n], function() {\n\tjQuery.propFix[ this.toLowerCase() ] = this;\n} );\n\n\n\n\n\t// Strip and collapse whitespace according to HTML spec\n\t// https://infra.spec.whatwg.org/#strip-and-collapse-ascii-whitespace\n\tfunction stripAndCollapse( value ) {\n\t\tvar tokens = value.match( rnothtmlwhite ) || [];\n\t\treturn tokens.join( \" \" );\n\t}\n\n\nfunction getClass( elem ) {\n\treturn elem.getAttribute && elem.getAttribute( \"class\" ) || \"\";\n}\n\nfunction classesToArray( value ) {\n\tif ( Array.isArray( value ) ) {\n\t\treturn value;\n\t}\n\tif ( typeof value === \"string\" ) {\n\t\treturn value.match( rnothtmlwhite ) || [];\n\t}\n\treturn [];\n}\n\njQuery.fn.extend( {\n\taddClass: function( value ) {\n\t\tvar classNames, cur, curValue, className, i, finalValue;\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( j ) {\n\t\t\t\tjQuery( this ).addClass( value.call( this, j, getClass( this ) ) );\n\t\t\t} );\n\t\t}\n\n\t\tclassNames = classesToArray( value );\n\n\t\tif ( classNames.length ) {\n\t\t\treturn this.each( function() {\n\t\t\t\tcurValue = getClass( this );\n\t\t\t\tcur = this.nodeType === 1 && ( \" \" + stripAndCollapse( curValue ) + \" \" );\n\n\t\t\t\tif ( cur ) {\n\t\t\t\t\tfor ( i = 0; i < classNames.length; i++ ) {\n\t\t\t\t\t\tclassName = classNames[ i ];\n\t\t\t\t\t\tif ( cur.indexOf( \" \" + className + \" \" ) < 0 ) {\n\t\t\t\t\t\t\tcur += className + \" \";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Only assign if different to avoid unneeded rendering.\n\t\t\t\t\tfinalValue = stripAndCollapse( cur );\n\t\t\t\t\tif ( curValue !== finalValue ) {\n\t\t\t\t\t\tthis.setAttribute( \"class\", finalValue );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} );\n\t\t}\n\n\t\treturn this;\n\t},\n\n\tremoveClass: function( value ) {\n\t\tvar classNames, cur, curValue, className, i, finalValue;\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( j ) {\n\t\t\t\tjQuery( this ).removeClass( value.call( this, j, getClass( this ) ) );\n\t\t\t} );\n\t\t}\n\n\t\tif ( !arguments.length ) {\n\t\t\treturn this.attr( \"class\", \"\" );\n\t\t}\n\n\t\tclassNames = classesToArray( value );\n\n\t\tif ( classNames.length ) {\n\t\t\treturn this.each( function() {\n\t\t\t\tcurValue = getClass( this );\n\n\t\t\t\t// This expression is here for better compressibility (see addClass)\n\t\t\t\tcur = this.nodeType === 1 && ( \" \" + stripAndCollapse( curValue ) + \" \" );\n\n\t\t\t\tif ( cur ) {\n\t\t\t\t\tfor ( i = 0; i < classNames.length; i++ ) {\n\t\t\t\t\t\tclassName = classNames[ i ];\n\n\t\t\t\t\t\t// Remove *all* instances\n\t\t\t\t\t\twhile ( cur.indexOf( \" \" + className + \" \" ) > -1 ) {\n\t\t\t\t\t\t\tcur = cur.replace( \" \" + className + \" \", \" \" );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Only assign if different to avoid unneeded rendering.\n\t\t\t\t\tfinalValue = stripAndCollapse( cur );\n\t\t\t\t\tif ( curValue !== finalValue ) {\n\t\t\t\t\t\tthis.setAttribute( \"class\", finalValue );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} );\n\t\t}\n\n\t\treturn this;\n\t},\n\n\ttoggleClass: function( value, stateVal ) {\n\t\tvar classNames, className, i, self,\n\t\t\ttype = typeof value,\n\t\t\tisValidValue = type === \"string\" || Array.isArray( value );\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( i ) {\n\t\t\t\tjQuery( this ).toggleClass(\n\t\t\t\t\tvalue.call( this, i, getClass( this ), stateVal ),\n\t\t\t\t\tstateVal\n\t\t\t\t);\n\t\t\t} );\n\t\t}\n\n\t\tif ( typeof stateVal === \"boolean\" && isValidValue ) {\n\t\t\treturn stateVal ? this.addClass( value ) : this.removeClass( value );\n\t\t}\n\n\t\tclassNames = classesToArray( value );\n\n\t\treturn this.each( function() {\n\t\t\tif ( isValidValue ) {\n\n\t\t\t\t// Toggle individual class names\n\t\t\t\tself = jQuery( this );\n\n\t\t\t\tfor ( i = 0; i < classNames.length; i++ ) {\n\t\t\t\t\tclassName = classNames[ i ];\n\n\t\t\t\t\t// Check each className given, space separated list\n\t\t\t\t\tif ( self.hasClass( className ) ) {\n\t\t\t\t\t\tself.removeClass( className );\n\t\t\t\t\t} else {\n\t\t\t\t\t\tself.addClass( className );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t// Toggle whole class name\n\t\t\t} else if ( value === undefined || type === \"boolean\" ) {\n\t\t\t\tclassName = getClass( this );\n\t\t\t\tif ( className ) {\n\n\t\t\t\t\t// Store className if set\n\t\t\t\t\tdataPriv.set( this, \"__className__\", className );\n\t\t\t\t}\n\n\t\t\t\t// If the element has a class name or if we're passed `false`,\n\t\t\t\t// then remove the whole classname (if there was one, the above saved it).\n\t\t\t\t// Otherwise bring back whatever was previously saved (if anything),\n\t\t\t\t// falling back to the empty string if nothing was stored.\n\t\t\t\tif ( this.setAttribute ) {\n\t\t\t\t\tthis.setAttribute( \"class\",\n\t\t\t\t\t\tclassName || value === false ?\n\t\t\t\t\t\t\t\"\" :\n\t\t\t\t\t\t\tdataPriv.get( this, \"__className__\" ) || \"\"\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t},\n\n\thasClass: function( selector ) {\n\t\tvar className, elem,\n\t\t\ti = 0;\n\n\t\tclassName = \" \" + selector + \" \";\n\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\tif ( elem.nodeType === 1 &&\n\t\t\t\t( \" \" + stripAndCollapse( getClass( elem ) ) + \" \" ).indexOf( className ) > -1 ) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t}\n} );\n\n\n\n\nvar rreturn = /\\r/g;\n\njQuery.fn.extend( {\n\tval: function( value ) {\n\t\tvar hooks, ret, valueIsFunction,\n\t\t\telem = this[ 0 ];\n\n\t\tif ( !arguments.length ) {\n\t\t\tif ( elem ) {\n\t\t\t\thooks = jQuery.valHooks[ elem.type ] ||\n\t\t\t\t\tjQuery.valHooks[ elem.nodeName.toLowerCase() ];\n\n\t\t\t\tif ( hooks &&\n\t\t\t\t\t\"get\" in hooks &&\n\t\t\t\t\t( ret = hooks.get( elem, \"value\" ) ) !== undefined\n\t\t\t\t) {\n\t\t\t\t\treturn ret;\n\t\t\t\t}\n\n\t\t\t\tret = elem.value;\n\n\t\t\t\t// Handle most common string cases\n\t\t\t\tif ( typeof ret === \"string\" ) {\n\t\t\t\t\treturn ret.replace( rreturn, \"\" );\n\t\t\t\t}\n\n\t\t\t\t// Handle cases where value is null/undef or number\n\t\t\t\treturn ret == null ? \"\" : ret;\n\t\t\t}\n\n\t\t\treturn;\n\t\t}\n\n\t\tvalueIsFunction = isFunction( value );\n\n\t\treturn this.each( function( i ) {\n\t\t\tvar val;\n\n\t\t\tif ( this.nodeType !== 1 ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif ( valueIsFunction ) {\n\t\t\t\tval = value.call( this, i, jQuery( this ).val() );\n\t\t\t} else {\n\t\t\t\tval = value;\n\t\t\t}\n\n\t\t\t// Treat null/undefined as \"\"; convert numbers to string\n\t\t\tif ( val == null ) {\n\t\t\t\tval = \"\";\n\n\t\t\t} else if ( typeof val === \"number\" ) {\n\t\t\t\tval += \"\";\n\n\t\t\t} else if ( Array.isArray( val ) ) {\n\t\t\t\tval = jQuery.map( val, function( value ) {\n\t\t\t\t\treturn value == null ? \"\" : value + \"\";\n\t\t\t\t} );\n\t\t\t}\n\n\t\t\thooks = jQuery.valHooks[ this.type ] || jQuery.valHooks[ this.nodeName.toLowerCase() ];\n\n\t\t\t// If set returns undefined, fall back to normal setting\n\t\t\tif ( !hooks || !( \"set\" in hooks ) || hooks.set( this, val, \"value\" ) === undefined ) {\n\t\t\t\tthis.value = val;\n\t\t\t}\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tvalHooks: {\n\t\toption: {\n\t\t\tget: function( elem ) {\n\n\t\t\t\tvar val = jQuery.find.attr( elem, \"value\" );\n\t\t\t\treturn val != null ?\n\t\t\t\t\tval :\n\n\t\t\t\t\t// Support: IE <=10 - 11 only\n\t\t\t\t\t// option.text throws exceptions (trac-14686, trac-14858)\n\t\t\t\t\t// Strip and collapse whitespace\n\t\t\t\t\t// https://html.spec.whatwg.org/#strip-and-collapse-whitespace\n\t\t\t\t\tstripAndCollapse( jQuery.text( elem ) );\n\t\t\t}\n\t\t},\n\t\tselect: {\n\t\t\tget: function( elem ) {\n\t\t\t\tvar value, option, i,\n\t\t\t\t\toptions = elem.options,\n\t\t\t\t\tindex = elem.selectedIndex,\n\t\t\t\t\tone = elem.type === \"select-one\",\n\t\t\t\t\tvalues = one ? null : [],\n\t\t\t\t\tmax = one ? index + 1 : options.length;\n\n\t\t\t\tif ( index < 0 ) {\n\t\t\t\t\ti = max;\n\n\t\t\t\t} else {\n\t\t\t\t\ti = one ? index : 0;\n\t\t\t\t}\n\n\t\t\t\t// Loop through all the selected options\n\t\t\t\tfor ( ; i < max; i++ ) {\n\t\t\t\t\toption = options[ i ];\n\n\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t// IE8-9 doesn't update selected after form reset (trac-2551)\n\t\t\t\t\tif ( ( option.selected || i === index ) &&\n\n\t\t\t\t\t\t\t// Don't return options that are disabled or in a disabled optgroup\n\t\t\t\t\t\t\t!option.disabled &&\n\t\t\t\t\t\t\t( !option.parentNode.disabled ||\n\t\t\t\t\t\t\t\t!nodeName( option.parentNode, \"optgroup\" ) ) ) {\n\n\t\t\t\t\t\t// Get the specific value for the option\n\t\t\t\t\t\tvalue = jQuery( option ).val();\n\n\t\t\t\t\t\t// We don't need an array for one selects\n\t\t\t\t\t\tif ( one ) {\n\t\t\t\t\t\t\treturn value;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Multi-Selects return an array\n\t\t\t\t\t\tvalues.push( value );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn values;\n\t\t\t},\n\n\t\t\tset: function( elem, value ) {\n\t\t\t\tvar optionSet, option,\n\t\t\t\t\toptions = elem.options,\n\t\t\t\t\tvalues = jQuery.makeArray( value ),\n\t\t\t\t\ti = options.length;\n\n\t\t\t\twhile ( i-- ) {\n\t\t\t\t\toption = options[ i ];\n\n\t\t\t\t\t/* eslint-disable no-cond-assign */\n\n\t\t\t\t\tif ( option.selected =\n\t\t\t\t\t\tjQuery.inArray( jQuery.valHooks.option.get( option ), values ) > -1\n\t\t\t\t\t) {\n\t\t\t\t\t\toptionSet = true;\n\t\t\t\t\t}\n\n\t\t\t\t\t/* eslint-enable no-cond-assign */\n\t\t\t\t}\n\n\t\t\t\t// Force browsers to behave consistently when non-matching value is set\n\t\t\t\tif ( !optionSet ) {\n\t\t\t\t\telem.selectedIndex = -1;\n\t\t\t\t}\n\t\t\t\treturn values;\n\t\t\t}\n\t\t}\n\t}\n} );\n\n// Radios and checkboxes getter/setter\njQuery.each( [ \"radio\", \"checkbox\" ], function() {\n\tjQuery.valHooks[ this ] = {\n\t\tset: function( elem, value ) {\n\t\t\tif ( Array.isArray( value ) ) {\n\t\t\t\treturn ( elem.checked = jQuery.inArray( jQuery( elem ).val(), value ) > -1 );\n\t\t\t}\n\t\t}\n\t};\n\tif ( !support.checkOn ) {\n\t\tjQuery.valHooks[ this ].get = function( elem ) {\n\t\t\treturn elem.getAttribute( \"value\" ) === null ? \"on\" : elem.value;\n\t\t};\n\t}\n} );\n\n\n\n\n// Return jQuery for attributes-only inclusion\nvar location = window.location;\n\nvar nonce = { guid: Date.now() };\n\nvar rquery = ( /\\?/ );\n\n\n\n// Cross-browser xml parsing\njQuery.parseXML = function( data ) {\n\tvar xml, parserErrorElem;\n\tif ( !data || typeof data !== \"string\" ) {\n\t\treturn null;\n\t}\n\n\t// Support: IE 9 - 11 only\n\t// IE throws on parseFromString with invalid input.\n\ttry {\n\t\txml = ( new window.DOMParser() ).parseFromString( data, \"text/xml\" );\n\t} catch ( e ) {}\n\n\tparserErrorElem = xml && xml.getElementsByTagName( \"parsererror\" )[ 0 ];\n\tif ( !xml || parserErrorElem ) {\n\t\tjQuery.error( \"Invalid XML: \" + (\n\t\t\tparserErrorElem ?\n\t\t\t\tjQuery.map( parserErrorElem.childNodes, function( el ) {\n\t\t\t\t\treturn el.textContent;\n\t\t\t\t} ).join( \"\\n\" ) :\n\t\t\t\tdata\n\t\t) );\n\t}\n\treturn xml;\n};\n\n\nvar rfocusMorph = /^(?:focusinfocus|focusoutblur)$/,\n\tstopPropagationCallback = function( e ) {\n\t\te.stopPropagation();\n\t};\n\njQuery.extend( jQuery.event, {\n\n\ttrigger: function( event, data, elem, onlyHandlers ) {\n\n\t\tvar i, cur, tmp, bubbleType, ontype, handle, special, lastElement,\n\t\t\teventPath = [ elem || document ],\n\t\t\ttype = hasOwn.call( event, \"type\" ) ? event.type : event,\n\t\t\tnamespaces = hasOwn.call( event, \"namespace\" ) ? event.namespace.split( \".\" ) : [];\n\n\t\tcur = lastElement = tmp = elem = elem || document;\n\n\t\t// Don't do events on text and comment nodes\n\t\tif ( elem.nodeType === 3 || elem.nodeType === 8 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// focus/blur morphs to focusin/out; ensure we're not firing them right now\n\t\tif ( rfocusMorph.test( type + jQuery.event.triggered ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( type.indexOf( \".\" ) > -1 ) {\n\n\t\t\t// Namespaced trigger; create a regexp to match event type in handle()\n\t\t\tnamespaces = type.split( \".\" );\n\t\t\ttype = namespaces.shift();\n\t\t\tnamespaces.sort();\n\t\t}\n\t\tontype = type.indexOf( \":\" ) < 0 && \"on\" + type;\n\n\t\t// Caller can pass in a jQuery.Event object, Object, or just an event type string\n\t\tevent = event[ jQuery.expando ] ?\n\t\t\tevent :\n\t\t\tnew jQuery.Event( type, typeof event === \"object\" && event );\n\n\t\t// Trigger bitmask: & 1 for native handlers; & 2 for jQuery (always true)\n\t\tevent.isTrigger = onlyHandlers ? 2 : 3;\n\t\tevent.namespace = namespaces.join( \".\" );\n\t\tevent.rnamespace = event.namespace ?\n\t\t\tnew RegExp( \"(^|\\\\.)\" + namespaces.join( \"\\\\.(?:.*\\\\.|)\" ) + \"(\\\\.|$)\" ) :\n\t\t\tnull;\n\n\t\t// Clean up the event in case it is being reused\n\t\tevent.result = undefined;\n\t\tif ( !event.target ) {\n\t\t\tevent.target = elem;\n\t\t}\n\n\t\t// Clone any incoming data and prepend the event, creating the handler arg list\n\t\tdata = data == null ?\n\t\t\t[ event ] :\n\t\t\tjQuery.makeArray( data, [ event ] );\n\n\t\t// Allow special events to draw outside the lines\n\t\tspecial = jQuery.event.special[ type ] || {};\n\t\tif ( !onlyHandlers && special.trigger && special.trigger.apply( elem, data ) === false ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Determine event propagation path in advance, per W3C events spec (trac-9951)\n\t\t// Bubble up to document, then to window; watch for a global ownerDocument var (trac-9724)\n\t\tif ( !onlyHandlers && !special.noBubble && !isWindow( elem ) ) {\n\n\t\t\tbubbleType = special.delegateType || type;\n\t\t\tif ( !rfocusMorph.test( bubbleType + type ) ) {\n\t\t\t\tcur = cur.parentNode;\n\t\t\t}\n\t\t\tfor ( ; cur; cur = cur.parentNode ) {\n\t\t\t\teventPath.push( cur );\n\t\t\t\ttmp = cur;\n\t\t\t}\n\n\t\t\t// Only add window if we got to document (e.g., not plain obj or detached DOM)\n\t\t\tif ( tmp === ( elem.ownerDocument || document ) ) {\n\t\t\t\teventPath.push( tmp.defaultView || tmp.parentWindow || window );\n\t\t\t}\n\t\t}\n\n\t\t// Fire handlers on the event path\n\t\ti = 0;\n\t\twhile ( ( cur = eventPath[ i++ ] ) && !event.isPropagationStopped() ) {\n\t\t\tlastElement = cur;\n\t\t\tevent.type = i > 1 ?\n\t\t\t\tbubbleType :\n\t\t\t\tspecial.bindType || type;\n\n\t\t\t// jQuery handler\n\t\t\thandle = ( dataPriv.get( cur, \"events\" ) || Object.create( null ) )[ event.type ] &&\n\t\t\t\tdataPriv.get( cur, \"handle\" );\n\t\t\tif ( handle ) {\n\t\t\t\thandle.apply( cur, data );\n\t\t\t}\n\n\t\t\t// Native handler\n\t\t\thandle = ontype && cur[ ontype ];\n\t\t\tif ( handle && handle.apply && acceptData( cur ) ) {\n\t\t\t\tevent.result = handle.apply( cur, data );\n\t\t\t\tif ( event.result === false ) {\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tevent.type = type;\n\n\t\t// If nobody prevented the default action, do it now\n\t\tif ( !onlyHandlers && !event.isDefaultPrevented() ) {\n\n\t\t\tif ( ( !special._default ||\n\t\t\t\tspecial._default.apply( eventPath.pop(), data ) === false ) &&\n\t\t\t\tacceptData( elem ) ) {\n\n\t\t\t\t// Call a native DOM method on the target with the same name as the event.\n\t\t\t\t// Don't do default actions on window, that's where global variables be (trac-6170)\n\t\t\t\tif ( ontype && isFunction( elem[ type ] ) && !isWindow( elem ) ) {\n\n\t\t\t\t\t// Don't re-trigger an onFOO event when we call its FOO() method\n\t\t\t\t\ttmp = elem[ ontype ];\n\n\t\t\t\t\tif ( tmp ) {\n\t\t\t\t\t\telem[ ontype ] = null;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Prevent re-triggering of the same event, since we already bubbled it above\n\t\t\t\t\tjQuery.event.triggered = type;\n\n\t\t\t\t\tif ( event.isPropagationStopped() ) {\n\t\t\t\t\t\tlastElement.addEventListener( type, stopPropagationCallback );\n\t\t\t\t\t}\n\n\t\t\t\t\telem[ type ]();\n\n\t\t\t\t\tif ( event.isPropagationStopped() ) {\n\t\t\t\t\t\tlastElement.removeEventListener( type, stopPropagationCallback );\n\t\t\t\t\t}\n\n\t\t\t\t\tjQuery.event.triggered = undefined;\n\n\t\t\t\t\tif ( tmp ) {\n\t\t\t\t\t\telem[ ontype ] = tmp;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn event.result;\n\t},\n\n\t// Piggyback on a donor event to simulate a different one\n\t// Used only for `focus(in | out)` events\n\tsimulate: function( type, elem, event ) {\n\t\tvar e = jQuery.extend(\n\t\t\tnew jQuery.Event(),\n\t\t\tevent,\n\t\t\t{\n\t\t\t\ttype: type,\n\t\t\t\tisSimulated: true\n\t\t\t}\n\t\t);\n\n\t\tjQuery.event.trigger( e, null, elem );\n\t}\n\n} );\n\njQuery.fn.extend( {\n\n\ttrigger: function( type, data ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.event.trigger( type, data, this );\n\t\t} );\n\t},\n\ttriggerHandler: function( type, data ) {\n\t\tvar elem = this[ 0 ];\n\t\tif ( elem ) {\n\t\t\treturn jQuery.event.trigger( type, data, elem, true );\n\t\t}\n\t}\n} );\n\n\nvar\n\trbracket = /\\[\\]$/,\n\trCRLF = /\\r?\\n/g,\n\trsubmitterTypes = /^(?:submit|button|image|reset|file)$/i,\n\trsubmittable = /^(?:input|select|textarea|keygen)/i;\n\nfunction buildParams( prefix, obj, traditional, add ) {\n\tvar name;\n\n\tif ( Array.isArray( obj ) ) {\n\n\t\t// Serialize array item.\n\t\tjQuery.each( obj, function( i, v ) {\n\t\t\tif ( traditional || rbracket.test( prefix ) ) {\n\n\t\t\t\t// Treat each array item as a scalar.\n\t\t\t\tadd( prefix, v );\n\n\t\t\t} else {\n\n\t\t\t\t// Item is non-scalar (array or object), encode its numeric index.\n\t\t\t\tbuildParams(\n\t\t\t\t\tprefix + \"[\" + ( typeof v === \"object\" && v != null ? i : \"\" ) + \"]\",\n\t\t\t\t\tv,\n\t\t\t\t\ttraditional,\n\t\t\t\t\tadd\n\t\t\t\t);\n\t\t\t}\n\t\t} );\n\n\t} else if ( !traditional && toType( obj ) === \"object\" ) {\n\n\t\t// Serialize object item.\n\t\tfor ( name in obj ) {\n\t\t\tbuildParams( prefix + \"[\" + name + \"]\", obj[ name ], traditional, add );\n\t\t}\n\n\t} else {\n\n\t\t// Serialize scalar item.\n\t\tadd( prefix, obj );\n\t}\n}\n\n// Serialize an array of form elements or a set of\n// key/values into a query string\njQuery.param = function( a, traditional ) {\n\tvar prefix,\n\t\ts = [],\n\t\tadd = function( key, valueOrFunction ) {\n\n\t\t\t// If value is a function, invoke it and use its return value\n\t\t\tvar value = isFunction( valueOrFunction ) ?\n\t\t\t\tvalueOrFunction() :\n\t\t\t\tvalueOrFunction;\n\n\t\t\ts[ s.length ] = encodeURIComponent( key ) + \"=\" +\n\t\t\t\tencodeURIComponent( value == null ? \"\" : value );\n\t\t};\n\n\tif ( a == null ) {\n\t\treturn \"\";\n\t}\n\n\t// If an array was passed in, assume that it is an array of form elements.\n\tif ( Array.isArray( a ) || ( a.jquery && !jQuery.isPlainObject( a ) ) ) {\n\n\t\t// Serialize the form elements\n\t\tjQuery.each( a, function() {\n\t\t\tadd( this.name, this.value );\n\t\t} );\n\n\t} else {\n\n\t\t// If traditional, encode the \"old\" way (the way 1.3.2 or older\n\t\t// did it), otherwise encode params recursively.\n\t\tfor ( prefix in a ) {\n\t\t\tbuildParams( prefix, a[ prefix ], traditional, add );\n\t\t}\n\t}\n\n\t// Return the resulting serialization\n\treturn s.join( \"&\" );\n};\n\njQuery.fn.extend( {\n\tserialize: function() {\n\t\treturn jQuery.param( this.serializeArray() );\n\t},\n\tserializeArray: function() {\n\t\treturn this.map( function() {\n\n\t\t\t// Can add propHook for \"elements\" to filter or add form elements\n\t\t\tvar elements = jQuery.prop( this, \"elements\" );\n\t\t\treturn elements ? jQuery.makeArray( elements ) : this;\n\t\t} ).filter( function() {\n\t\t\tvar type = this.type;\n\n\t\t\t// Use .is( \":disabled\" ) so that fieldset[disabled] works\n\t\t\treturn this.name && !jQuery( this ).is( \":disabled\" ) &&\n\t\t\t\trsubmittable.test( this.nodeName ) && !rsubmitterTypes.test( type ) &&\n\t\t\t\t( this.checked || !rcheckableType.test( type ) );\n\t\t} ).map( function( _i, elem ) {\n\t\t\tvar val = jQuery( this ).val();\n\n\t\t\tif ( val == null ) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tif ( Array.isArray( val ) ) {\n\t\t\t\treturn jQuery.map( val, function( val ) {\n\t\t\t\t\treturn { name: elem.name, value: val.replace( rCRLF, \"\\r\\n\" ) };\n\t\t\t\t} );\n\t\t\t}\n\n\t\t\treturn { name: elem.name, value: val.replace( rCRLF, \"\\r\\n\" ) };\n\t\t} ).get();\n\t}\n} );\n\n\nvar\n\tr20 = /%20/g,\n\trhash = /#.*$/,\n\trantiCache = /([?&])_=[^&]*/,\n\trheaders = /^(.*?):[ \\t]*([^\\r\\n]*)$/mg,\n\n\t// trac-7653, trac-8125, trac-8152: local protocol detection\n\trlocalProtocol = /^(?:about|app|app-storage|.+-extension|file|res|widget):$/,\n\trnoContent = /^(?:GET|HEAD)$/,\n\trprotocol = /^\\/\\//,\n\n\t/* Prefilters\n\t * 1) They are useful to introduce custom dataTypes (see ajax/jsonp.js for an example)\n\t * 2) These are called:\n\t * - BEFORE asking for a transport\n\t * - AFTER param serialization (s.data is a string if s.processData is true)\n\t * 3) key is the dataType\n\t * 4) the catchall symbol \"*\" can be used\n\t * 5) execution will start with transport dataType and THEN continue down to \"*\" if needed\n\t */\n\tprefilters = {},\n\n\t/* Transports bindings\n\t * 1) key is the dataType\n\t * 2) the catchall symbol \"*\" can be used\n\t * 3) selection will start with transport dataType and THEN go to \"*\" if needed\n\t */\n\ttransports = {},\n\n\t// Avoid comment-prolog char sequence (trac-10098); must appease lint and evade compression\n\tallTypes = \"*/\".concat( \"*\" ),\n\n\t// Anchor tag for parsing the document origin\n\toriginAnchor = document.createElement( \"a\" );\n\noriginAnchor.href = location.href;\n\n// Base \"constructor\" for jQuery.ajaxPrefilter and jQuery.ajaxTransport\nfunction addToPrefiltersOrTransports( structure ) {\n\n\t// dataTypeExpression is optional and defaults to \"*\"\n\treturn function( dataTypeExpression, func ) {\n\n\t\tif ( typeof dataTypeExpression !== \"string\" ) {\n\t\t\tfunc = dataTypeExpression;\n\t\t\tdataTypeExpression = \"*\";\n\t\t}\n\n\t\tvar dataType,\n\t\t\ti = 0,\n\t\t\tdataTypes = dataTypeExpression.toLowerCase().match( rnothtmlwhite ) || [];\n\n\t\tif ( isFunction( func ) ) {\n\n\t\t\t// For each dataType in the dataTypeExpression\n\t\t\twhile ( ( dataType = dataTypes[ i++ ] ) ) {\n\n\t\t\t\t// Prepend if requested\n\t\t\t\tif ( dataType[ 0 ] === \"+\" ) {\n\t\t\t\t\tdataType = dataType.slice( 1 ) || \"*\";\n\t\t\t\t\t( structure[ dataType ] = structure[ dataType ] || [] ).unshift( func );\n\n\t\t\t\t// Otherwise append\n\t\t\t\t} else {\n\t\t\t\t\t( structure[ dataType ] = structure[ dataType ] || [] ).push( func );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n}\n\n// Base inspection function for prefilters and transports\nfunction inspectPrefiltersOrTransports( structure, options, originalOptions, jqXHR ) {\n\n\tvar inspected = {},\n\t\tseekingTransport = ( structure === transports );\n\n\tfunction inspect( dataType ) {\n\t\tvar selected;\n\t\tinspected[ dataType ] = true;\n\t\tjQuery.each( structure[ dataType ] || [], function( _, prefilterOrFactory ) {\n\t\t\tvar dataTypeOrTransport = prefilterOrFactory( options, originalOptions, jqXHR );\n\t\t\tif ( typeof dataTypeOrTransport === \"string\" &&\n\t\t\t\t!seekingTransport && !inspected[ dataTypeOrTransport ] ) {\n\n\t\t\t\toptions.dataTypes.unshift( dataTypeOrTransport );\n\t\t\t\tinspect( dataTypeOrTransport );\n\t\t\t\treturn false;\n\t\t\t} else if ( seekingTransport ) {\n\t\t\t\treturn !( selected = dataTypeOrTransport );\n\t\t\t}\n\t\t} );\n\t\treturn selected;\n\t}\n\n\treturn inspect( options.dataTypes[ 0 ] ) || !inspected[ \"*\" ] && inspect( \"*\" );\n}\n\n// A special extend for ajax options\n// that takes \"flat\" options (not to be deep extended)\n// Fixes trac-9887\nfunction ajaxExtend( target, src ) {\n\tvar key, deep,\n\t\tflatOptions = jQuery.ajaxSettings.flatOptions || {};\n\n\tfor ( key in src ) {\n\t\tif ( src[ key ] !== undefined ) {\n\t\t\t( flatOptions[ key ] ? target : ( deep || ( deep = {} ) ) )[ key ] = src[ key ];\n\t\t}\n\t}\n\tif ( deep ) {\n\t\tjQuery.extend( true, target, deep );\n\t}\n\n\treturn target;\n}\n\n/* Handles responses to an ajax request:\n * - finds the right dataType (mediates between content-type and expected dataType)\n * - returns the corresponding response\n */\nfunction ajaxHandleResponses( s, jqXHR, responses ) {\n\n\tvar ct, type, finalDataType, firstDataType,\n\t\tcontents = s.contents,\n\t\tdataTypes = s.dataTypes;\n\n\t// Remove auto dataType and get content-type in the process\n\twhile ( dataTypes[ 0 ] === \"*\" ) {\n\t\tdataTypes.shift();\n\t\tif ( ct === undefined ) {\n\t\t\tct = s.mimeType || jqXHR.getResponseHeader( \"Content-Type\" );\n\t\t}\n\t}\n\n\t// Check if we're dealing with a known content-type\n\tif ( ct ) {\n\t\tfor ( type in contents ) {\n\t\t\tif ( contents[ type ] && contents[ type ].test( ct ) ) {\n\t\t\t\tdataTypes.unshift( type );\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Check to see if we have a response for the expected dataType\n\tif ( dataTypes[ 0 ] in responses ) {\n\t\tfinalDataType = dataTypes[ 0 ];\n\t} else {\n\n\t\t// Try convertible dataTypes\n\t\tfor ( type in responses ) {\n\t\t\tif ( !dataTypes[ 0 ] || s.converters[ type + \" \" + dataTypes[ 0 ] ] ) {\n\t\t\t\tfinalDataType = type;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif ( !firstDataType ) {\n\t\t\t\tfirstDataType = type;\n\t\t\t}\n\t\t}\n\n\t\t// Or just use first one\n\t\tfinalDataType = finalDataType || firstDataType;\n\t}\n\n\t// If we found a dataType\n\t// We add the dataType to the list if needed\n\t// and return the corresponding response\n\tif ( finalDataType ) {\n\t\tif ( finalDataType !== dataTypes[ 0 ] ) {\n\t\t\tdataTypes.unshift( finalDataType );\n\t\t}\n\t\treturn responses[ finalDataType ];\n\t}\n}\n\n/* Chain conversions given the request and the original response\n * Also sets the responseXXX fields on the jqXHR instance\n */\nfunction ajaxConvert( s, response, jqXHR, isSuccess ) {\n\tvar conv2, current, conv, tmp, prev,\n\t\tconverters = {},\n\n\t\t// Work with a copy of dataTypes in case we need to modify it for conversion\n\t\tdataTypes = s.dataTypes.slice();\n\n\t// Create converters map with lowercased keys\n\tif ( dataTypes[ 1 ] ) {\n\t\tfor ( conv in s.converters ) {\n\t\t\tconverters[ conv.toLowerCase() ] = s.converters[ conv ];\n\t\t}\n\t}\n\n\tcurrent = dataTypes.shift();\n\n\t// Convert to each sequential dataType\n\twhile ( current ) {\n\n\t\tif ( s.responseFields[ current ] ) {\n\t\t\tjqXHR[ s.responseFields[ current ] ] = response;\n\t\t}\n\n\t\t// Apply the dataFilter if provided\n\t\tif ( !prev && isSuccess && s.dataFilter ) {\n\t\t\tresponse = s.dataFilter( response, s.dataType );\n\t\t}\n\n\t\tprev = current;\n\t\tcurrent = dataTypes.shift();\n\n\t\tif ( current ) {\n\n\t\t\t// There's only work to do if current dataType is non-auto\n\t\t\tif ( current === \"*\" ) {\n\n\t\t\t\tcurrent = prev;\n\n\t\t\t// Convert response if prev dataType is non-auto and differs from current\n\t\t\t} else if ( prev !== \"*\" && prev !== current ) {\n\n\t\t\t\t// Seek a direct converter\n\t\t\t\tconv = converters[ prev + \" \" + current ] || converters[ \"* \" + current ];\n\n\t\t\t\t// If none found, seek a pair\n\t\t\t\tif ( !conv ) {\n\t\t\t\t\tfor ( conv2 in converters ) {\n\n\t\t\t\t\t\t// If conv2 outputs current\n\t\t\t\t\t\ttmp = conv2.split( \" \" );\n\t\t\t\t\t\tif ( tmp[ 1 ] === current ) {\n\n\t\t\t\t\t\t\t// If prev can be converted to accepted input\n\t\t\t\t\t\t\tconv = converters[ prev + \" \" + tmp[ 0 ] ] ||\n\t\t\t\t\t\t\t\tconverters[ \"* \" + tmp[ 0 ] ];\n\t\t\t\t\t\t\tif ( conv ) {\n\n\t\t\t\t\t\t\t\t// Condense equivalence converters\n\t\t\t\t\t\t\t\tif ( conv === true ) {\n\t\t\t\t\t\t\t\t\tconv = converters[ conv2 ];\n\n\t\t\t\t\t\t\t\t// Otherwise, insert the intermediate dataType\n\t\t\t\t\t\t\t\t} else if ( converters[ conv2 ] !== true ) {\n\t\t\t\t\t\t\t\t\tcurrent = tmp[ 0 ];\n\t\t\t\t\t\t\t\t\tdataTypes.unshift( tmp[ 1 ] );\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Apply converter (if not an equivalence)\n\t\t\t\tif ( conv !== true ) {\n\n\t\t\t\t\t// Unless errors are allowed to bubble, catch and return them\n\t\t\t\t\tif ( conv && s.throws ) {\n\t\t\t\t\t\tresponse = conv( response );\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\tresponse = conv( response );\n\t\t\t\t\t\t} catch ( e ) {\n\t\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\tstate: \"parsererror\",\n\t\t\t\t\t\t\t\terror: conv ? e : \"No conversion from \" + prev + \" to \" + current\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn { state: \"success\", data: response };\n}\n\njQuery.extend( {\n\n\t// Counter for holding the number of active queries\n\tactive: 0,\n\n\t// Last-Modified header cache for next request\n\tlastModified: {},\n\tetag: {},\n\n\tajaxSettings: {\n\t\turl: location.href,\n\t\ttype: \"GET\",\n\t\tisLocal: rlocalProtocol.test( location.protocol ),\n\t\tglobal: true,\n\t\tprocessData: true,\n\t\tasync: true,\n\t\tcontentType: \"application/x-www-form-urlencoded; charset=UTF-8\",\n\n\t\t/*\n\t\ttimeout: 0,\n\t\tdata: null,\n\t\tdataType: null,\n\t\tusername: null,\n\t\tpassword: null,\n\t\tcache: null,\n\t\tthrows: false,\n\t\ttraditional: false,\n\t\theaders: {},\n\t\t*/\n\n\t\taccepts: {\n\t\t\t\"*\": allTypes,\n\t\t\ttext: \"text/plain\",\n\t\t\thtml: \"text/html\",\n\t\t\txml: \"application/xml, text/xml\",\n\t\t\tjson: \"application/json, text/javascript\"\n\t\t},\n\n\t\tcontents: {\n\t\t\txml: /\\bxml\\b/,\n\t\t\thtml: /\\bhtml/,\n\t\t\tjson: /\\bjson\\b/\n\t\t},\n\n\t\tresponseFields: {\n\t\t\txml: \"responseXML\",\n\t\t\ttext: \"responseText\",\n\t\t\tjson: \"responseJSON\"\n\t\t},\n\n\t\t// Data converters\n\t\t// Keys separate source (or catchall \"*\") and destination types with a single space\n\t\tconverters: {\n\n\t\t\t// Convert anything to text\n\t\t\t\"* text\": String,\n\n\t\t\t// Text to html (true = no transformation)\n\t\t\t\"text html\": true,\n\n\t\t\t// Evaluate text as a json expression\n\t\t\t\"text json\": JSON.parse,\n\n\t\t\t// Parse text as xml\n\t\t\t\"text xml\": jQuery.parseXML\n\t\t},\n\n\t\t// For options that shouldn't be deep extended:\n\t\t// you can add your own custom options here if\n\t\t// and when you create one that shouldn't be\n\t\t// deep extended (see ajaxExtend)\n\t\tflatOptions: {\n\t\t\turl: true,\n\t\t\tcontext: true\n\t\t}\n\t},\n\n\t// Creates a full fledged settings object into target\n\t// with both ajaxSettings and settings fields.\n\t// If target is omitted, writes into ajaxSettings.\n\tajaxSetup: function( target, settings ) {\n\t\treturn settings ?\n\n\t\t\t// Building a settings object\n\t\t\tajaxExtend( ajaxExtend( target, jQuery.ajaxSettings ), settings ) :\n\n\t\t\t// Extending ajaxSettings\n\t\t\tajaxExtend( jQuery.ajaxSettings, target );\n\t},\n\n\tajaxPrefilter: addToPrefiltersOrTransports( prefilters ),\n\tajaxTransport: addToPrefiltersOrTransports( transports ),\n\n\t// Main method\n\tajax: function( url, options ) {\n\n\t\t// If url is an object, simulate pre-1.5 signature\n\t\tif ( typeof url === \"object\" ) {\n\t\t\toptions = url;\n\t\t\turl = undefined;\n\t\t}\n\n\t\t// Force options to be an object\n\t\toptions = options || {};\n\n\t\tvar transport,\n\n\t\t\t// URL without anti-cache param\n\t\t\tcacheURL,\n\n\t\t\t// Response headers\n\t\t\tresponseHeadersString,\n\t\t\tresponseHeaders,\n\n\t\t\t// timeout handle\n\t\t\ttimeoutTimer,\n\n\t\t\t// Url cleanup var\n\t\t\turlAnchor,\n\n\t\t\t// Request state (becomes false upon send and true upon completion)\n\t\t\tcompleted,\n\n\t\t\t// To know if global events are to be dispatched\n\t\t\tfireGlobals,\n\n\t\t\t// Loop variable\n\t\t\ti,\n\n\t\t\t// uncached part of the url\n\t\t\tuncached,\n\n\t\t\t// Create the final options object\n\t\t\ts = jQuery.ajaxSetup( {}, options ),\n\n\t\t\t// Callbacks context\n\t\t\tcallbackContext = s.context || s,\n\n\t\t\t// Context for global events is callbackContext if it is a DOM node or jQuery collection\n\t\t\tglobalEventContext = s.context &&\n\t\t\t\t( callbackContext.nodeType || callbackContext.jquery ) ?\n\t\t\t\tjQuery( callbackContext ) :\n\t\t\t\tjQuery.event,\n\n\t\t\t// Deferreds\n\t\t\tdeferred = jQuery.Deferred(),\n\t\t\tcompleteDeferred = jQuery.Callbacks( \"once memory\" ),\n\n\t\t\t// Status-dependent callbacks\n\t\t\tstatusCode = s.statusCode || {},\n\n\t\t\t// Headers (they are sent all at once)\n\t\t\trequestHeaders = {},\n\t\t\trequestHeadersNames = {},\n\n\t\t\t// Default abort message\n\t\t\tstrAbort = \"canceled\",\n\n\t\t\t// Fake xhr\n\t\t\tjqXHR = {\n\t\t\t\treadyState: 0,\n\n\t\t\t\t// Builds headers hashtable if needed\n\t\t\t\tgetResponseHeader: function( key ) {\n\t\t\t\t\tvar match;\n\t\t\t\t\tif ( completed ) {\n\t\t\t\t\t\tif ( !responseHeaders ) {\n\t\t\t\t\t\t\tresponseHeaders = {};\n\t\t\t\t\t\t\twhile ( ( match = rheaders.exec( responseHeadersString ) ) ) {\n\t\t\t\t\t\t\t\tresponseHeaders[ match[ 1 ].toLowerCase() + \" \" ] =\n\t\t\t\t\t\t\t\t\t( responseHeaders[ match[ 1 ].toLowerCase() + \" \" ] || [] )\n\t\t\t\t\t\t\t\t\t\t.concat( match[ 2 ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmatch = responseHeaders[ key.toLowerCase() + \" \" ];\n\t\t\t\t\t}\n\t\t\t\t\treturn match == null ? null : match.join( \", \" );\n\t\t\t\t},\n\n\t\t\t\t// Raw string\n\t\t\t\tgetAllResponseHeaders: function() {\n\t\t\t\t\treturn completed ? responseHeadersString : null;\n\t\t\t\t},\n\n\t\t\t\t// Caches the header\n\t\t\t\tsetRequestHeader: function( name, value ) {\n\t\t\t\t\tif ( completed == null ) {\n\t\t\t\t\t\tname = requestHeadersNames[ name.toLowerCase() ] =\n\t\t\t\t\t\t\trequestHeadersNames[ name.toLowerCase() ] || name;\n\t\t\t\t\t\trequestHeaders[ name ] = value;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Overrides response content-type header\n\t\t\t\toverrideMimeType: function( type ) {\n\t\t\t\t\tif ( completed == null ) {\n\t\t\t\t\t\ts.mimeType = type;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Status-dependent callbacks\n\t\t\t\tstatusCode: function( map ) {\n\t\t\t\t\tvar code;\n\t\t\t\t\tif ( map ) {\n\t\t\t\t\t\tif ( completed ) {\n\n\t\t\t\t\t\t\t// Execute the appropriate callbacks\n\t\t\t\t\t\t\tjqXHR.always( map[ jqXHR.status ] );\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Lazy-add the new callbacks in a way that preserves old ones\n\t\t\t\t\t\t\tfor ( code in map ) {\n\t\t\t\t\t\t\t\tstatusCode[ code ] = [ statusCode[ code ], map[ code ] ];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Cancel the request\n\t\t\t\tabort: function( statusText ) {\n\t\t\t\t\tvar finalText = statusText || strAbort;\n\t\t\t\t\tif ( transport ) {\n\t\t\t\t\t\ttransport.abort( finalText );\n\t\t\t\t\t}\n\t\t\t\t\tdone( 0, finalText );\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\t\t\t};\n\n\t\t// Attach deferreds\n\t\tdeferred.promise( jqXHR );\n\n\t\t// Add protocol if not provided (prefilters might expect it)\n\t\t// Handle falsy url in the settings object (trac-10093: consistency with old signature)\n\t\t// We also use the url parameter if available\n\t\ts.url = ( ( url || s.url || location.href ) + \"\" )\n\t\t\t.replace( rprotocol, location.protocol + \"//\" );\n\n\t\t// Alias method option to type as per ticket trac-12004\n\t\ts.type = options.method || options.type || s.method || s.type;\n\n\t\t// Extract dataTypes list\n\t\ts.dataTypes = ( s.dataType || \"*\" ).toLowerCase().match( rnothtmlwhite ) || [ \"\" ];\n\n\t\t// A cross-domain request is in order when the origin doesn't match the current origin.\n\t\tif ( s.crossDomain == null ) {\n\t\t\turlAnchor = document.createElement( \"a\" );\n\n\t\t\t// Support: IE <=8 - 11, Edge 12 - 15\n\t\t\t// IE throws exception on accessing the href property if url is malformed,\n\t\t\t// e.g. http://example.com:80x/\n\t\t\ttry {\n\t\t\t\turlAnchor.href = s.url;\n\n\t\t\t\t// Support: IE <=8 - 11 only\n\t\t\t\t// Anchor's host property isn't correctly set when s.url is relative\n\t\t\t\turlAnchor.href = urlAnchor.href;\n\t\t\t\ts.crossDomain = originAnchor.protocol + \"//\" + originAnchor.host !==\n\t\t\t\t\turlAnchor.protocol + \"//\" + urlAnchor.host;\n\t\t\t} catch ( e ) {\n\n\t\t\t\t// If there is an error parsing the URL, assume it is crossDomain,\n\t\t\t\t// it can be rejected by the transport if it is invalid\n\t\t\t\ts.crossDomain = true;\n\t\t\t}\n\t\t}\n\n\t\t// Convert data if not already a string\n\t\tif ( s.data && s.processData && typeof s.data !== \"string\" ) {\n\t\t\ts.data = jQuery.param( s.data, s.traditional );\n\t\t}\n\n\t\t// Apply prefilters\n\t\tinspectPrefiltersOrTransports( prefilters, s, options, jqXHR );\n\n\t\t// If request was aborted inside a prefilter, stop there\n\t\tif ( completed ) {\n\t\t\treturn jqXHR;\n\t\t}\n\n\t\t// We can fire global events as of now if asked to\n\t\t// Don't fire events if jQuery.event is undefined in an AMD-usage scenario (trac-15118)\n\t\tfireGlobals = jQuery.event && s.global;\n\n\t\t// Watch for a new set of requests\n\t\tif ( fireGlobals && jQuery.active++ === 0 ) {\n\t\t\tjQuery.event.trigger( \"ajaxStart\" );\n\t\t}\n\n\t\t// Uppercase the type\n\t\ts.type = s.type.toUpperCase();\n\n\t\t// Determine if request has content\n\t\ts.hasContent = !rnoContent.test( s.type );\n\n\t\t// Save the URL in case we're toying with the If-Modified-Since\n\t\t// and/or If-None-Match header later on\n\t\t// Remove hash to simplify url manipulation\n\t\tcacheURL = s.url.replace( rhash, \"\" );\n\n\t\t// More options handling for requests with no content\n\t\tif ( !s.hasContent ) {\n\n\t\t\t// Remember the hash so we can put it back\n\t\t\tuncached = s.url.slice( cacheURL.length );\n\n\t\t\t// If data is available and should be processed, append data to url\n\t\t\tif ( s.data && ( s.processData || typeof s.data === \"string\" ) ) {\n\t\t\t\tcacheURL += ( rquery.test( cacheURL ) ? \"&\" : \"?\" ) + s.data;\n\n\t\t\t\t// trac-9682: remove data so that it's not used in an eventual retry\n\t\t\t\tdelete s.data;\n\t\t\t}\n\n\t\t\t// Add or update anti-cache param if needed\n\t\t\tif ( s.cache === false ) {\n\t\t\t\tcacheURL = cacheURL.replace( rantiCache, \"$1\" );\n\t\t\t\tuncached = ( rquery.test( cacheURL ) ? \"&\" : \"?\" ) + \"_=\" + ( nonce.guid++ ) +\n\t\t\t\t\tuncached;\n\t\t\t}\n\n\t\t\t// Put hash and anti-cache on the URL that will be requested (gh-1732)\n\t\t\ts.url = cacheURL + uncached;\n\n\t\t// Change '%20' to '+' if this is encoded form body content (gh-2658)\n\t\t} else if ( s.data && s.processData &&\n\t\t\t( s.contentType || \"\" ).indexOf( \"application/x-www-form-urlencoded\" ) === 0 ) {\n\t\t\ts.data = s.data.replace( r20, \"+\" );\n\t\t}\n\n\t\t// Set the If-Modified-Since and/or If-None-Match header, if in ifModified mode.\n\t\tif ( s.ifModified ) {\n\t\t\tif ( jQuery.lastModified[ cacheURL ] ) {\n\t\t\t\tjqXHR.setRequestHeader( \"If-Modified-Since\", jQuery.lastModified[ cacheURL ] );\n\t\t\t}\n\t\t\tif ( jQuery.etag[ cacheURL ] ) {\n\t\t\t\tjqXHR.setRequestHeader( \"If-None-Match\", jQuery.etag[ cacheURL ] );\n\t\t\t}\n\t\t}\n\n\t\t// Set the correct header, if data is being sent\n\t\tif ( s.data && s.hasContent && s.contentType !== false || options.contentType ) {\n\t\t\tjqXHR.setRequestHeader( \"Content-Type\", s.contentType );\n\t\t}\n\n\t\t// Set the Accepts header for the server, depending on the dataType\n\t\tjqXHR.setRequestHeader(\n\t\t\t\"Accept\",\n\t\t\ts.dataTypes[ 0 ] && s.accepts[ s.dataTypes[ 0 ] ] ?\n\t\t\t\ts.accepts[ s.dataTypes[ 0 ] ] +\n\t\t\t\t\t( s.dataTypes[ 0 ] !== \"*\" ? \", \" + allTypes + \"; q=0.01\" : \"\" ) :\n\t\t\t\ts.accepts[ \"*\" ]\n\t\t);\n\n\t\t// Check for headers option\n\t\tfor ( i in s.headers ) {\n\t\t\tjqXHR.setRequestHeader( i, s.headers[ i ] );\n\t\t}\n\n\t\t// Allow custom headers/mimetypes and early abort\n\t\tif ( s.beforeSend &&\n\t\t\t( s.beforeSend.call( callbackContext, jqXHR, s ) === false || completed ) ) {\n\n\t\t\t// Abort if not done already and return\n\t\t\treturn jqXHR.abort();\n\t\t}\n\n\t\t// Aborting is no longer a cancellation\n\t\tstrAbort = \"abort\";\n\n\t\t// Install callbacks on deferreds\n\t\tcompleteDeferred.add( s.complete );\n\t\tjqXHR.done( s.success );\n\t\tjqXHR.fail( s.error );\n\n\t\t// Get transport\n\t\ttransport = inspectPrefiltersOrTransports( transports, s, options, jqXHR );\n\n\t\t// If no transport, we auto-abort\n\t\tif ( !transport ) {\n\t\t\tdone( -1, \"No Transport\" );\n\t\t} else {\n\t\t\tjqXHR.readyState = 1;\n\n\t\t\t// Send global event\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( \"ajaxSend\", [ jqXHR, s ] );\n\t\t\t}\n\n\t\t\t// If request was aborted inside ajaxSend, stop there\n\t\t\tif ( completed ) {\n\t\t\t\treturn jqXHR;\n\t\t\t}\n\n\t\t\t// Timeout\n\t\t\tif ( s.async && s.timeout > 0 ) {\n\t\t\t\ttimeoutTimer = window.setTimeout( function() {\n\t\t\t\t\tjqXHR.abort( \"timeout\" );\n\t\t\t\t}, s.timeout );\n\t\t\t}\n\n\t\t\ttry {\n\t\t\t\tcompleted = false;\n\t\t\t\ttransport.send( requestHeaders, done );\n\t\t\t} catch ( e ) {\n\n\t\t\t\t// Rethrow post-completion exceptions\n\t\t\t\tif ( completed ) {\n\t\t\t\t\tthrow e;\n\t\t\t\t}\n\n\t\t\t\t// Propagate others as results\n\t\t\t\tdone( -1, e );\n\t\t\t}\n\t\t}\n\n\t\t// Callback for when everything is done\n\t\tfunction done( status, nativeStatusText, responses, headers ) {\n\t\t\tvar isSuccess, success, error, response, modified,\n\t\t\t\tstatusText = nativeStatusText;\n\n\t\t\t// Ignore repeat invocations\n\t\t\tif ( completed ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tcompleted = true;\n\n\t\t\t// Clear timeout if it exists\n\t\t\tif ( timeoutTimer ) {\n\t\t\t\twindow.clearTimeout( timeoutTimer );\n\t\t\t}\n\n\t\t\t// Dereference transport for early garbage collection\n\t\t\t// (no matter how long the jqXHR object will be used)\n\t\t\ttransport = undefined;\n\n\t\t\t// Cache response headers\n\t\t\tresponseHeadersString = headers || \"\";\n\n\t\t\t// Set readyState\n\t\t\tjqXHR.readyState = status > 0 ? 4 : 0;\n\n\t\t\t// Determine if successful\n\t\t\tisSuccess = status >= 200 && status < 300 || status === 304;\n\n\t\t\t// Get response data\n\t\t\tif ( responses ) {\n\t\t\t\tresponse = ajaxHandleResponses( s, jqXHR, responses );\n\t\t\t}\n\n\t\t\t// Use a noop converter for missing script but not if jsonp\n\t\t\tif ( !isSuccess &&\n\t\t\t\tjQuery.inArray( \"script\", s.dataTypes ) > -1 &&\n\t\t\t\tjQuery.inArray( \"json\", s.dataTypes ) < 0 ) {\n\t\t\t\ts.converters[ \"text script\" ] = function() {};\n\t\t\t}\n\n\t\t\t// Convert no matter what (that way responseXXX fields are always set)\n\t\t\tresponse = ajaxConvert( s, response, jqXHR, isSuccess );\n\n\t\t\t// If successful, handle type chaining\n\t\t\tif ( isSuccess ) {\n\n\t\t\t\t// Set the If-Modified-Since and/or If-None-Match header, if in ifModified mode.\n\t\t\t\tif ( s.ifModified ) {\n\t\t\t\t\tmodified = jqXHR.getResponseHeader( \"Last-Modified\" );\n\t\t\t\t\tif ( modified ) {\n\t\t\t\t\t\tjQuery.lastModified[ cacheURL ] = modified;\n\t\t\t\t\t}\n\t\t\t\t\tmodified = jqXHR.getResponseHeader( \"etag\" );\n\t\t\t\t\tif ( modified ) {\n\t\t\t\t\t\tjQuery.etag[ cacheURL ] = modified;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// if no content\n\t\t\t\tif ( status === 204 || s.type === \"HEAD\" ) {\n\t\t\t\t\tstatusText = \"nocontent\";\n\n\t\t\t\t// if not modified\n\t\t\t\t} else if ( status === 304 ) {\n\t\t\t\t\tstatusText = \"notmodified\";\n\n\t\t\t\t// If we have data, let's convert it\n\t\t\t\t} else {\n\t\t\t\t\tstatusText = response.state;\n\t\t\t\t\tsuccess = response.data;\n\t\t\t\t\terror = response.error;\n\t\t\t\t\tisSuccess = !error;\n\t\t\t\t}\n\t\t\t} else {\n\n\t\t\t\t// Extract error from statusText and normalize for non-aborts\n\t\t\t\terror = statusText;\n\t\t\t\tif ( status || !statusText ) {\n\t\t\t\t\tstatusText = \"error\";\n\t\t\t\t\tif ( status < 0 ) {\n\t\t\t\t\t\tstatus = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Set data for the fake xhr object\n\t\t\tjqXHR.status = status;\n\t\t\tjqXHR.statusText = ( nativeStatusText || statusText ) + \"\";\n\n\t\t\t// Success/Error\n\t\t\tif ( isSuccess ) {\n\t\t\t\tdeferred.resolveWith( callbackContext, [ success, statusText, jqXHR ] );\n\t\t\t} else {\n\t\t\t\tdeferred.rejectWith( callbackContext, [ jqXHR, statusText, error ] );\n\t\t\t}\n\n\t\t\t// Status-dependent callbacks\n\t\t\tjqXHR.statusCode( statusCode );\n\t\t\tstatusCode = undefined;\n\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( isSuccess ? \"ajaxSuccess\" : \"ajaxError\",\n\t\t\t\t\t[ jqXHR, s, isSuccess ? success : error ] );\n\t\t\t}\n\n\t\t\t// Complete\n\t\t\tcompleteDeferred.fireWith( callbackContext, [ jqXHR, statusText ] );\n\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( \"ajaxComplete\", [ jqXHR, s ] );\n\n\t\t\t\t// Handle the global AJAX counter\n\t\t\t\tif ( !( --jQuery.active ) ) {\n\t\t\t\t\tjQuery.event.trigger( \"ajaxStop\" );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn jqXHR;\n\t},\n\n\tgetJSON: function( url, data, callback ) {\n\t\treturn jQuery.get( url, data, callback, \"json\" );\n\t},\n\n\tgetScript: function( url, callback ) {\n\t\treturn jQuery.get( url, undefined, callback, \"script\" );\n\t}\n} );\n\njQuery.each( [ \"get\", \"post\" ], function( _i, method ) {\n\tjQuery[ method ] = function( url, data, callback, type ) {\n\n\t\t// Shift arguments if data argument was omitted\n\t\tif ( isFunction( data ) ) {\n\t\t\ttype = type || callback;\n\t\t\tcallback = data;\n\t\t\tdata = undefined;\n\t\t}\n\n\t\t// The url can be an options object (which then must have .url)\n\t\treturn jQuery.ajax( jQuery.extend( {\n\t\t\turl: url,\n\t\t\ttype: method,\n\t\t\tdataType: type,\n\t\t\tdata: data,\n\t\t\tsuccess: callback\n\t\t}, jQuery.isPlainObject( url ) && url ) );\n\t};\n} );\n\njQuery.ajaxPrefilter( function( s ) {\n\tvar i;\n\tfor ( i in s.headers ) {\n\t\tif ( i.toLowerCase() === \"content-type\" ) {\n\t\t\ts.contentType = s.headers[ i ] || \"\";\n\t\t}\n\t}\n} );\n\n\njQuery._evalUrl = function( url, options, doc ) {\n\treturn jQuery.ajax( {\n\t\turl: url,\n\n\t\t// Make this explicit, since user can override this through ajaxSetup (trac-11264)\n\t\ttype: \"GET\",\n\t\tdataType: \"script\",\n\t\tcache: true,\n\t\tasync: false,\n\t\tglobal: false,\n\n\t\t// Only evaluate the response if it is successful (gh-4126)\n\t\t// dataFilter is not invoked for failure responses, so using it instead\n\t\t// of the default converter is kludgy but it works.\n\t\tconverters: {\n\t\t\t\"text script\": function() {}\n\t\t},\n\t\tdataFilter: function( response ) {\n\t\t\tjQuery.globalEval( response, options, doc );\n\t\t}\n\t} );\n};\n\n\njQuery.fn.extend( {\n\twrapAll: function( html ) {\n\t\tvar wrap;\n\n\t\tif ( this[ 0 ] ) {\n\t\t\tif ( isFunction( html ) ) {\n\t\t\t\thtml = html.call( this[ 0 ] );\n\t\t\t}\n\n\t\t\t// The elements to wrap the target around\n\t\t\twrap = jQuery( html, this[ 0 ].ownerDocument ).eq( 0 ).clone( true );\n\n\t\t\tif ( this[ 0 ].parentNode ) {\n\t\t\t\twrap.insertBefore( this[ 0 ] );\n\t\t\t}\n\n\t\t\twrap.map( function() {\n\t\t\t\tvar elem = this;\n\n\t\t\t\twhile ( elem.firstElementChild ) {\n\t\t\t\t\telem = elem.firstElementChild;\n\t\t\t\t}\n\n\t\t\t\treturn elem;\n\t\t\t} ).append( this );\n\t\t}\n\n\t\treturn this;\n\t},\n\n\twrapInner: function( html ) {\n\t\tif ( isFunction( html ) ) {\n\t\t\treturn this.each( function( i ) {\n\t\t\t\tjQuery( this ).wrapInner( html.call( this, i ) );\n\t\t\t} );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar self = jQuery( this ),\n\t\t\t\tcontents = self.contents();\n\n\t\t\tif ( contents.length ) {\n\t\t\t\tcontents.wrapAll( html );\n\n\t\t\t} else {\n\t\t\t\tself.append( html );\n\t\t\t}\n\t\t} );\n\t},\n\n\twrap: function( html ) {\n\t\tvar htmlIsFunction = isFunction( html );\n\n\t\treturn this.each( function( i ) {\n\t\t\tjQuery( this ).wrapAll( htmlIsFunction ? html.call( this, i ) : html );\n\t\t} );\n\t},\n\n\tunwrap: function( selector ) {\n\t\tthis.parent( selector ).not( \"body\" ).each( function() {\n\t\t\tjQuery( this ).replaceWith( this.childNodes );\n\t\t} );\n\t\treturn this;\n\t}\n} );\n\n\njQuery.expr.pseudos.hidden = function( elem ) {\n\treturn !jQuery.expr.pseudos.visible( elem );\n};\njQuery.expr.pseudos.visible = function( elem ) {\n\treturn !!( elem.offsetWidth || elem.offsetHeight || elem.getClientRects().length );\n};\n\n\n\n\njQuery.ajaxSettings.xhr = function() {\n\ttry {\n\t\treturn new window.XMLHttpRequest();\n\t} catch ( e ) {}\n};\n\nvar xhrSuccessStatus = {\n\n\t\t// File protocol always yields status code 0, assume 200\n\t\t0: 200,\n\n\t\t// Support: IE <=9 only\n\t\t// trac-1450: sometimes IE returns 1223 when it should be 204\n\t\t1223: 204\n\t},\n\txhrSupported = jQuery.ajaxSettings.xhr();\n\nsupport.cors = !!xhrSupported && ( \"withCredentials\" in xhrSupported );\nsupport.ajax = xhrSupported = !!xhrSupported;\n\njQuery.ajaxTransport( function( options ) {\n\tvar callback, errorCallback;\n\n\t// Cross domain only allowed if supported through XMLHttpRequest\n\tif ( support.cors || xhrSupported && !options.crossDomain ) {\n\t\treturn {\n\t\t\tsend: function( headers, complete ) {\n\t\t\t\tvar i,\n\t\t\t\t\txhr = options.xhr();\n\n\t\t\t\txhr.open(\n\t\t\t\t\toptions.type,\n\t\t\t\t\toptions.url,\n\t\t\t\t\toptions.async,\n\t\t\t\t\toptions.username,\n\t\t\t\t\toptions.password\n\t\t\t\t);\n\n\t\t\t\t// Apply custom fields if provided\n\t\t\t\tif ( options.xhrFields ) {\n\t\t\t\t\tfor ( i in options.xhrFields ) {\n\t\t\t\t\t\txhr[ i ] = options.xhrFields[ i ];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Override mime type if needed\n\t\t\t\tif ( options.mimeType && xhr.overrideMimeType ) {\n\t\t\t\t\txhr.overrideMimeType( options.mimeType );\n\t\t\t\t}\n\n\t\t\t\t// X-Requested-With header\n\t\t\t\t// For cross-domain requests, seeing as conditions for a preflight are\n\t\t\t\t// akin to a jigsaw puzzle, we simply never set it to be sure.\n\t\t\t\t// (it can always be set on a per-request basis or even using ajaxSetup)\n\t\t\t\t// For same-domain requests, won't change header if already provided.\n\t\t\t\tif ( !options.crossDomain && !headers[ \"X-Requested-With\" ] ) {\n\t\t\t\t\theaders[ \"X-Requested-With\" ] = \"XMLHttpRequest\";\n\t\t\t\t}\n\n\t\t\t\t// Set headers\n\t\t\t\tfor ( i in headers ) {\n\t\t\t\t\txhr.setRequestHeader( i, headers[ i ] );\n\t\t\t\t}\n\n\t\t\t\t// Callback\n\t\t\t\tcallback = function( type ) {\n\t\t\t\t\treturn function() {\n\t\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\t\tcallback = errorCallback = xhr.onload =\n\t\t\t\t\t\t\t\txhr.onerror = xhr.onabort = xhr.ontimeout =\n\t\t\t\t\t\t\t\t\txhr.onreadystatechange = null;\n\n\t\t\t\t\t\t\tif ( type === \"abort\" ) {\n\t\t\t\t\t\t\t\txhr.abort();\n\t\t\t\t\t\t\t} else if ( type === \"error\" ) {\n\n\t\t\t\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t\t\t\t// On a manual native abort, IE9 throws\n\t\t\t\t\t\t\t\t// errors on any property access that is not readyState\n\t\t\t\t\t\t\t\tif ( typeof xhr.status !== \"number\" ) {\n\t\t\t\t\t\t\t\t\tcomplete( 0, \"error\" );\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tcomplete(\n\n\t\t\t\t\t\t\t\t\t\t// File: protocol always yields status 0; see trac-8605, trac-14207\n\t\t\t\t\t\t\t\t\t\txhr.status,\n\t\t\t\t\t\t\t\t\t\txhr.statusText\n\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tcomplete(\n\t\t\t\t\t\t\t\t\txhrSuccessStatus[ xhr.status ] || xhr.status,\n\t\t\t\t\t\t\t\t\txhr.statusText,\n\n\t\t\t\t\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t\t\t\t\t// IE9 has no XHR2 but throws on binary (trac-11426)\n\t\t\t\t\t\t\t\t\t// For XHR2 non-text, let the caller handle it (gh-2498)\n\t\t\t\t\t\t\t\t\t( xhr.responseType || \"text\" ) !== \"text\" ||\n\t\t\t\t\t\t\t\t\ttypeof xhr.responseText !== \"string\" ?\n\t\t\t\t\t\t\t\t\t\t{ binary: xhr.response } :\n\t\t\t\t\t\t\t\t\t\t{ text: xhr.responseText },\n\t\t\t\t\t\t\t\t\txhr.getAllResponseHeaders()\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t};\n\n\t\t\t\t// Listen to events\n\t\t\t\txhr.onload = callback();\n\t\t\t\terrorCallback = xhr.onerror = xhr.ontimeout = callback( \"error\" );\n\n\t\t\t\t// Support: IE 9 only\n\t\t\t\t// Use onreadystatechange to replace onabort\n\t\t\t\t// to handle uncaught aborts\n\t\t\t\tif ( xhr.onabort !== undefined ) {\n\t\t\t\t\txhr.onabort = errorCallback;\n\t\t\t\t} else {\n\t\t\t\t\txhr.onreadystatechange = function() {\n\n\t\t\t\t\t\t// Check readyState before timeout as it changes\n\t\t\t\t\t\tif ( xhr.readyState === 4 ) {\n\n\t\t\t\t\t\t\t// Allow onerror to be called first,\n\t\t\t\t\t\t\t// but that will not handle a native abort\n\t\t\t\t\t\t\t// Also, save errorCallback to a variable\n\t\t\t\t\t\t\t// as xhr.onerror cannot be accessed\n\t\t\t\t\t\t\twindow.setTimeout( function() {\n\t\t\t\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\t\t\t\terrorCallback();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} );\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t}\n\n\t\t\t\t// Create the abort callback\n\t\t\t\tcallback = callback( \"abort\" );\n\n\t\t\t\ttry {\n\n\t\t\t\t\t// Do send the request (this may raise an exception)\n\t\t\t\t\txhr.send( options.hasContent && options.data || null );\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t// trac-14683: Only rethrow if this hasn't been notified as an error yet\n\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\tthrow e;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tabort: function() {\n\t\t\t\tif ( callback ) {\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t}\n} );\n\n\n\n\n// Prevent auto-execution of scripts when no explicit dataType was provided (See gh-2432)\njQuery.ajaxPrefilter( function( s ) {\n\tif ( s.crossDomain ) {\n\t\ts.contents.script = false;\n\t}\n} );\n\n// Install script dataType\njQuery.ajaxSetup( {\n\taccepts: {\n\t\tscript: \"text/javascript, application/javascript, \" +\n\t\t\t\"application/ecmascript, application/x-ecmascript\"\n\t},\n\tcontents: {\n\t\tscript: /\\b(?:java|ecma)script\\b/\n\t},\n\tconverters: {\n\t\t\"text script\": function( text ) {\n\t\t\tjQuery.globalEval( text );\n\t\t\treturn text;\n\t\t}\n\t}\n} );\n\n// Handle cache's special case and crossDomain\njQuery.ajaxPrefilter( \"script\", function( s ) {\n\tif ( s.cache === undefined ) {\n\t\ts.cache = false;\n\t}\n\tif ( s.crossDomain ) {\n\t\ts.type = \"GET\";\n\t}\n} );\n\n// Bind script tag hack transport\njQuery.ajaxTransport( \"script\", function( s ) {\n\n\t// This transport only deals with cross domain or forced-by-attrs requests\n\tif ( s.crossDomain || s.scriptAttrs ) {\n\t\tvar script, callback;\n\t\treturn {\n\t\t\tsend: function( _, complete ) {\n\t\t\t\tscript = jQuery( \"