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perPixelTargetFind not working in nested group. #5287

Merged
merged 12 commits into from
Oct 13, 2018
30 changes: 22 additions & 8 deletions src/canvas.class.js
Original file line number Diff line number Diff line change
Expand Up @@ -1158,6 +1158,7 @@

var ignoreZoom = true,
pointer = this.getPointer(e, ignoreZoom),
globalPointer = pointer,
activeObject = this._activeObject,
aObjects = this.getActiveObjects(),
activeTarget, activeTargetSubs;
Expand All @@ -1167,15 +1168,17 @@
// if active group just exits.
this.targets = [];

if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {
if (aObjects.length > 1 &&
!skipGroup &&
activeObject === this._searchPossibleTargets([activeObject],pointer, globalPointer)) {
return activeObject;
}
// if we hit the corner of an activeObject, let's return that.
if (aObjects.length === 1 && activeObject._findTargetCorner(pointer)) {
return activeObject;
}
if (aObjects.length === 1 &&
activeObject === this._searchPossibleTargets([activeObject], pointer)) {
activeObject === this._searchPossibleTargets([activeObject], pointer, globalPointer)) {
if (!this.preserveObjectStacking) {
return activeObject;
}
Expand All @@ -1185,7 +1188,7 @@
this.targets = [];
}
}
var target = this._searchPossibleTargets(this._objects, pointer);
var target = this._searchPossibleTargets(this._objects, pointer, globalPointer);
if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {
target = activeTarget;
this.targets = activeTargetSubs;
Expand All @@ -1194,15 +1197,21 @@
},

/**
* Checks point is inside the object.
* @param {Object} [pointer] x,y object of point coordinates we want to check.
* @param {fabric.Object} obj Object to test against
* @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.
* @return {Boolean} true if point is contained within an area of given object
* @private
*/
_checkTarget: function(pointer, obj) {
_checkTarget: function(pointer, obj, globalPointer) {
globalPointer = globalPointer || pointer;
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is this check necessary? it looks like that we always pass in globalPointer.

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I wonder if someone might call this private method directly.
Should I remove this check or just document this method?

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Document the method is enough, is a private method.
If someone call it directly is gonna have problems anyway since those methods get changed with no information to devs.
We can put this check in searchPossibleTargets that while being private too, is at least one level up of this.

what do you think?

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That make sense to me.

if (obj &&
obj.visible &&
obj.evented &&
this.containsPoint(null, obj, pointer)){
if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {
var isTransparent = this.isTargetTransparent(obj, pointer.x, pointer.y);
var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);
if (!isTransparent) {
return true;
}
Expand All @@ -1214,20 +1223,25 @@
},

/**
* Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted
* @param {Array} [objects] objects array to look into
* @param {Object} [pointer] x,y object of point coordinates we want to check.
* @param {Object} [pointerOnCanvas] x,y object of point coordinates relative to canvas used to search per pixel target.
* @return {fabric.Object} object that contains pointer
* @private
*/
_searchPossibleTargets: function(objects, pointer) {
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even if those 2 methods are private, we could still document them

Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted
@param [fabric.Object] objects array to look into
...

can you complete the JSDOC information for _searchPossibleTargets and checkTarget ?

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sure

_searchPossibleTargets: function(objects, pointer, pointerOnCanvas) {

// Cache all targets where their bounding box contains point.
var target, i = objects.length, normalizedPointer, subTarget;
// Do not check for currently grouped objects, since we check the parent group itself.
// until we call this function specifically to search inside the activeGroup
while (i--) {
if (this._checkTarget(pointer, objects[i])) {
if (this._checkTarget(pointer, objects[i], pointerOnCanvas)) {
target = objects[i];
if (target.subTargetCheck && target instanceof fabric.Group) {
normalizedPointer = this._normalizePointer(target, pointer);
subTarget = this._searchPossibleTargets(target._objects, normalizedPointer);
subTarget = this._searchPossibleTargets(target._objects, normalizedPointer, pointerOnCanvas);
subTarget && this.targets.push(subTarget);
}
break;
Expand Down
30 changes: 30 additions & 0 deletions test/unit/canvas.js
Original file line number Diff line number Diff line change
Expand Up @@ -790,6 +790,36 @@
canvas.remove(triangle);
});

QUnit.test('findTarget with perPixelTargetFind in nested group', function(assert) {
assert.ok(typeof canvas.findTarget === 'function');
var triangle = makeTriangle({ left: 0, top: 0 }),
target,
group1 = new fabric.Group([triangle], {
subTargetCheck: true
}),
group2 = new fabric.Group([group1], {
subTargetCheck: true
});

canvas.add(group2);
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While this test is ok, the generated group is too simple.
can we use something like this:

var circle = new fabric.Circle({ radius: 30, top: 30, left: 30, fill: 'yellow'});

var circle2 = new fabric.Ellipse({ rx: 10, ry: 20, top: 40, left: 0, fill: 'blue'});

var circle3 = new fabric.Circle({ scaleX: 2, scaleY: 2, radius: 10, top: 120, left: -20, fill: 'red'});

var rect = new fabric.Rect({ width: 100, height: 80, top: 50, left: 60, fill: 'purple' });

var group = new fabric.Group([circle, circle2], { scaleX: 3, angle: 45, opacity: 0.5 });

var group2 = new fabric.Group([group, rect, circle3], { opacity: 0.5, top: 20, left: 20, scaleX: 0.8, scaleY: 1.2 });

canvas.add(group2);

that looks like this:

image

and test edge cases? we should be able to succesfully target all the shapes.

target = canvas.findTarget({
clientX: 5, clientY: 5
});
assert.equal(target, group2, 'Should return the triangle by bounding box');
canvas.perPixelTargetFind = true;
target = canvas.findTarget({
clientX: 5, clientY: 5
});
assert.equal(target, null, 'Should return null because of transparency checks');
target = canvas.findTarget({
clientX: 15, clientY: 15
});
assert.equal(target, group2, 'Should return the group2 now');
assert.equal(canvas.targets[0], group1, 'First subTargets should be group1');
canvas.perPixelTargetFind = false;
canvas.remove(triangle);
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this is group3, not triangle

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Sorry about that. I will fix it soon.

});

QUnit.test('findTarget on activegroup', function(assert) {
var rect1 = makeRect({ left: 0, top: 0 }), target;
var rect2 = makeRect({ left: 20, top: 20 });
Expand Down