mirror of
https://github.com/konvajs/konva.git
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196 lines
5.4 KiB
TypeScript
196 lines
5.4 KiB
TypeScript
/*
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* Konva JavaScript Framework v@@version
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* http://konvajs.org/
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* Licensed under the MIT
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* Date: @@date
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*
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* Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)
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* Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)
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*
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* @license
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*/
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const PI_OVER_180 = Math.PI / 180;
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/**
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* @namespace Konva
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*/
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function detectBrowser() {
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return (
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typeof window !== 'undefined' &&
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// browser case
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({}.toString.call(window) === '[object Window]' ||
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// electron case
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{}.toString.call(window) === '[object global]')
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);
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}
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declare const WorkerGlobalScope: any;
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export const glob: any =
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typeof global !== 'undefined'
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? global
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: typeof window !== 'undefined'
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? window
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: typeof WorkerGlobalScope !== 'undefined'
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? self
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: {};
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export const Konva = {
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_global: glob,
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version: '@@version',
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isBrowser: detectBrowser(),
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isUnminified: /param/.test(function (param: any) {}.toString()),
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dblClickWindow: 400,
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getAngle(angle: number) {
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return Konva.angleDeg ? angle * PI_OVER_180 : angle;
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},
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enableTrace: false,
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pointerEventsEnabled: true,
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/**
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* Should Konva automatically update canvas on any changes. Default is true.
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* @property autoDrawEnabled
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* @default true
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* @name autoDrawEnabled
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* @memberof Konva
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* @example
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* Konva.autoDrawEnabled = true;
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*/
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autoDrawEnabled: true,
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/**
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* Should we enable hit detection while dragging? For performance reasons, by default it is false.
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* But on some rare cases you want to see hit graph and check intersections. Just set it to true.
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* @property hitOnDragEnabled
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* @default false
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* @name hitOnDragEnabled
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* @memberof Konva
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* @example
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* Konva.hitOnDragEnabled = true;
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*/
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hitOnDragEnabled: false,
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/**
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* Should we capture touch events and bind them to the touchstart target? That is how it works on DOM elements.
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* The case: we touchstart on div1, then touchmove out of that element into another element div2.
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* DOM will continue trigger touchmove events on div1 (not div2). Because events are "captured" into initial target.
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* By default Konva do not do that and will trigger touchmove on another element, while pointer is moving.
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* @property capturePointerEventsEnabled
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* @default false
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* @name capturePointerEventsEnabled
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* @memberof Konva
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* @example
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* Konva.capturePointerEventsEnabled = true;
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*/
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capturePointerEventsEnabled: false,
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_mouseListenClick: false,
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_touchListenClick: false,
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_pointerListenClick: false,
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_mouseInDblClickWindow: false,
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_touchInDblClickWindow: false,
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_pointerInDblClickWindow: false,
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_mouseDblClickPointerId: null,
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_touchDblClickPointerId: null,
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_pointerDblClickPointerId: null,
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_fixTextRendering: false,
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/**
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* Global pixel ratio configuration. KonvaJS automatically detect pixel ratio of current device.
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* But you may override such property, if you want to use your value. Set this value before any components initializations.
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* @property pixelRatio
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* @default undefined
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* @name pixelRatio
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* @memberof Konva
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* @example
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* // before any Konva code:
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* Konva.pixelRatio = 1;
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*/
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pixelRatio: (typeof window !== 'undefined' && window.devicePixelRatio) || 1,
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/**
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* Drag distance property. If you start to drag a node you may want to wait until pointer is moved to some distance from start point,
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* only then start dragging. Default is 3px.
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* @property dragDistance
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* @default 0
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* @memberof Konva
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* @example
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* Konva.dragDistance = 10;
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*/
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dragDistance: 3,
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/**
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* Use degree values for angle properties. You may set this property to false if you want to use radian values.
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* @property angleDeg
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* @default true
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* @memberof Konva
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* @example
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* node.rotation(45); // 45 degrees
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* Konva.angleDeg = false;
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* node.rotation(Math.PI / 2); // PI/2 radian
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*/
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angleDeg: true,
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/**
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* Show different warnings about errors or wrong API usage
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* @property showWarnings
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* @default true
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* @memberof Konva
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* @example
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* Konva.showWarnings = false;
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*/
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showWarnings: true,
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/**
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* Configure what mouse buttons can be used for drag and drop.
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* Default value is [0] - only left mouse button.
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* @property dragButtons
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* @default true
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* @memberof Konva
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* @example
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* // enable left and right mouse buttons
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* Konva.dragButtons = [0, 2];
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*/
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dragButtons: [0, 1],
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/**
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* returns whether or not drag and drop is currently active
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* @method
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* @memberof Konva
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*/
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isDragging() {
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return Konva['DD'].isDragging;
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},
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isTransforming() {
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return Konva['Transformer']?.isTransforming();
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},
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/**
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* returns whether or not a drag and drop operation is ready, but may
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* not necessarily have started
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* @method
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* @memberof Konva
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*/
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isDragReady() {
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return !!Konva['DD'].node;
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},
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/**
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* Should Konva release canvas elements on destroy. Default is true.
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* Useful to avoid memory leak issues in Safari on macOS/iOS.
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* @property releaseCanvasOnDestroy
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* @default true
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* @name releaseCanvasOnDestroy
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* @memberof Konva
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* @example
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* Konva.releaseCanvasOnDestroy = true;
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*/
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releaseCanvasOnDestroy: true,
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// user agent
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document: glob.document,
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// insert Konva into global namespace (window)
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// it is required for npm packages
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_injectGlobal(Konva) {
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glob.Konva = Konva;
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},
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};
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export const _registerNode = (NodeClass: any) => {
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Konva[NodeClass.prototype.getClassName()] = NodeClass;
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};
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Konva._injectGlobal(Konva);
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