import { defineProperty as _defineProperty, objectSpread2 as _objectSpread2 } from '../../../_virtual/_rollupPluginBabelHelpers.mjs';
import { Point, ZERO } from '../../Point.mjs';
import { FabricObject } from './Object.mjs';
import { degreesToRadians } from '../../util/misc/radiansDegreesConversion.mjs';
import { createTranslateMatrix, createRotateMatrix, multiplyTransformMatrices, qrDecompose, calcDimensionsMatrix } from '../../util/misc/matrix.mjs';
import { sizeAfterTransform } from '../../util/misc/objectTransforms.mjs';
import { createObjectDefaultControls } from '../../controls/commonControls.mjs';
import { interactiveObjectDefaultValues } from './defaultValues.mjs';

class InteractiveFabricObject extends FabricObject {
  static getDefaults() {
    return _objectSpread2(_objectSpread2({}, super.getDefaults()), {}, {
      controls: createObjectDefaultControls()
    }, InteractiveFabricObject.ownDefaults);
  }

  /**
   * Update width and height of the canvas for cache
   * returns true or false if canvas needed resize.
   * @private
   * @return {Boolean} true if the canvas has been resized
   */
  _updateCacheCanvas() {
    const targetCanvas = this.canvas;
    if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {
      const transform = targetCanvas._currentTransform,
        target = transform.target,
        action = transform.action;
      if (this === target && action && action.startsWith('scale')) {
        return false;
      }
    }
    return super._updateCacheCanvas();
  }
  getActiveControl() {
    const key = this.__corner;
    return key ? {
      key,
      control: this.controls[key],
      coord: this.oCoords[key]
    } : undefined;
  }

  /**
   * Determines which corner is under the mouse cursor, represented by `pointer`.
   * This function is return a corner only if the object is the active one.
   * This is done to avoid selecting corner of non active object and activating transformations
   * rather than drag action. The default behavior of fabricJS is that if you want to transform
   * an object, first you select it to show the control set
   * @private
   * @param {Object} pointer The pointer indicating the mouse position
   * @param {boolean} forTouch indicates if we are looking for interaction area with a touch action
   * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or 0 if nothing is found.
   */
  findControl(pointer) {
    let forTouch = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false;
    if (!this.hasControls || !this.canvas) {
      return undefined;
    }
    this.__corner = undefined;
    const cornerEntries = Object.entries(this.oCoords);
    for (let i = cornerEntries.length - 1; i >= 0; i--) {
      const [key, corner] = cornerEntries[i];
      const control = this.controls[key];
      if (control.shouldActivate(key, this, pointer, forTouch ? corner.touchCorner : corner.corner)) {
        // this.canvas.contextTop.fillRect(pointer.x - 1, pointer.y - 1, 2, 2);
        this.__corner = key;
        return {
          key,
          control,
          coord: this.oCoords[key]
        };
      }
    }
    return undefined;
  }

  /**
   * Calculates the coordinates of the center of each control plus the corners of the control itself
   * This basically just delegates to each control positionHandler
   * WARNING: changing what is passed to positionHandler is a breaking change, since position handler
   * is a public api and should be done just if extremely necessary
   * @return {Record<string, TOCoord>}
   */
  calcOCoords() {
    const vpt = this.getViewportTransform(),
      center = this.getCenterPoint(),
      tMatrix = createTranslateMatrix(center.x, center.y),
      rMatrix = createRotateMatrix({
        angle: this.getTotalAngle() - (!!this.group && this.flipX ? 180 : 0)
      }),
      positionMatrix = multiplyTransformMatrices(tMatrix, rMatrix),
      startMatrix = multiplyTransformMatrices(vpt, positionMatrix),
      finalMatrix = multiplyTransformMatrices(startMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),
      transformOptions = this.group ? qrDecompose(this.calcTransformMatrix()) : undefined,
      dim = this._calculateCurrentDimensions(transformOptions),
      coords = {};
    this.forEachControl((control, key) => {
      const position = control.positionHandler(dim, finalMatrix, this, control);
      // coords[key] are sometimes used as points. Those are points to which we add
      // the property corner and touchCorner from `_calcCornerCoords`.
      // don't remove this assign for an object spread.
      coords[key] = Object.assign(position, this._calcCornerCoords(control, position));
    });

    // debug code
    /*
      const canvas = this.canvas;
      setTimeout(function () {
      if (!canvas) return;
        canvas.contextTop.clearRect(0, 0, 700, 700);
        canvas.contextTop.fillStyle = 'green';
        Object.keys(coords).forEach(function(key) {
          const control = coords[key];
          canvas.contextTop.fillRect(control.x, control.y, 3, 3);
        });
      } 50);
    */
    return coords;
  }

  /**
   * Sets the coordinates that determine the interaction area of each control
   * note: if we would switch to ROUND corner area, all of this would disappear.
   * everything would resolve to a single point and a pythagorean theorem for the distance
   * @todo evaluate simplification of code switching to circle interaction area at runtime
   * @private
   */
  _calcCornerCoords(control, position) {
    const angle = this.getTotalAngle();
    const corner = control.calcCornerCoords(angle, this.cornerSize, position.x, position.y, false, this);
    const touchCorner = control.calcCornerCoords(angle, this.touchCornerSize, position.x, position.y, true, this);
    return {
      corner,
      touchCorner
    };
  }

  /**
   * @override set controls' coordinates as well
   * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}
   * @return {void}
   */
  setCoords() {
    super.setCoords();
    this.canvas && (this.oCoords = this.calcOCoords());
  }

  /**
   * Calls a function for each control. The function gets called,
   * with the control, the control's key and the object that is calling the iterator
   * @param {Function} fn function to iterate over the controls over
   */
  forEachControl(fn) {
    for (const i in this.controls) {
      fn(this.controls[i], i, this);
    }
  }

  /**
   * Draws a colored layer behind the object, inside its selection borders.
   * Requires public options: padding, selectionBackgroundColor
   * this function is called when the context is transformed
   * has checks to be skipped when the object is on a staticCanvas
   * @todo evaluate if make this disappear in favor of a pre-render hook for objects
   * this was added by Andrea Bogazzi to make possible some feature for work reasons
   * it seemed a good option, now is an edge case
   * @param {CanvasRenderingContext2D} ctx Context to draw on
   */
  drawSelectionBackground(ctx) {
    if (!this.selectionBackgroundColor || this.canvas && this.canvas._activeObject !== this) {
      return;
    }
    ctx.save();
    const center = this.getRelativeCenterPoint(),
      wh = this._calculateCurrentDimensions(),
      vpt = this.getViewportTransform();
    ctx.translate(center.x, center.y);
    ctx.scale(1 / vpt[0], 1 / vpt[3]);
    ctx.rotate(degreesToRadians(this.angle));
    ctx.fillStyle = this.selectionBackgroundColor;
    ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);
    ctx.restore();
  }

  /**
   * @public override this function in order to customize the drawing of the control box, e.g. rounded corners, different border style.
   * @param {CanvasRenderingContext2D} ctx ctx is rotated and translated so that (0,0) is at object's center
   * @param {Point} size the control box size used
   */
  strokeBorders(ctx, size) {
    ctx.strokeRect(-size.x / 2, -size.y / 2, size.x, size.y);
  }

  /**
   * @private
   * @param {CanvasRenderingContext2D} ctx Context to draw on
   * @param {Point} size
   * @param {TStyleOverride} styleOverride object to override the object style
   */
  _drawBorders(ctx, size) {
    let styleOverride = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
    const options = _objectSpread2({
      hasControls: this.hasControls,
      borderColor: this.borderColor,
      borderDashArray: this.borderDashArray
    }, styleOverride);
    ctx.save();
    ctx.strokeStyle = options.borderColor;
    this._setLineDash(ctx, options.borderDashArray);
    this.strokeBorders(ctx, size);
    options.hasControls && this.drawControlsConnectingLines(ctx, size);
    ctx.restore();
  }

  /**
   * Renders controls and borders for the object
   * the context here is not transformed
   * @todo move to interactivity
   * @param {CanvasRenderingContext2D} ctx Context to render on
   * @param {TStyleOverride} [styleOverride] properties to override the object style
   */
  _renderControls(ctx) {
    let styleOverride = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
    const {
      hasBorders,
      hasControls
    } = this;
    const styleOptions = _objectSpread2({
      hasBorders,
      hasControls
    }, styleOverride);
    const vpt = this.getViewportTransform(),
      shouldDrawBorders = styleOptions.hasBorders,
      shouldDrawControls = styleOptions.hasControls;
    const matrix = multiplyTransformMatrices(vpt, this.calcTransformMatrix());
    const options = qrDecompose(matrix);
    ctx.save();
    ctx.translate(options.translateX, options.translateY);
    ctx.lineWidth = 1 * this.borderScaleFactor;
    // since interactive groups have been introduced, an object could be inside a group and needing controls
    // the following equality check `this.group === this.parent` covers:
    // object without a group ( undefined === undefined )
    // object inside a group
    // excludes object inside a group but multi selected since group and parent will differ in value
    if (this.group === this.parent) {
      ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;
    }
    if (this.flipX) {
      options.angle -= 180;
    }
    ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));
    shouldDrawBorders && this.drawBorders(ctx, options, styleOverride);
    shouldDrawControls && this.drawControls(ctx, styleOverride);
    ctx.restore();
  }

  /**
   * Draws borders of an object's bounding box.
   * Requires public properties: width, height
   * Requires public options: padding, borderColor
   * @param {CanvasRenderingContext2D} ctx Context to draw on
   * @param {object} options object representing current object parameters
   * @param {TStyleOverride} [styleOverride] object to override the object style
   */
  drawBorders(ctx, options, styleOverride) {
    let size;
    if (styleOverride && styleOverride.forActiveSelection || this.group) {
      const bbox = sizeAfterTransform(this.width, this.height, calcDimensionsMatrix(options)),
        stroke = !this.isStrokeAccountedForInDimensions() ? (this.strokeUniform ? new Point().scalarAdd(this.canvas ? this.canvas.getZoom() : 1) :
        // this is extremely confusing. options comes from the upper function
        // and is the qrDecompose of a matrix that takes in account zoom too
        new Point(options.scaleX, options.scaleY)).scalarMultiply(this.strokeWidth) : ZERO;
      size = bbox.add(stroke).scalarAdd(this.borderScaleFactor).scalarAdd(this.padding * 2);
    } else {
      size = this._calculateCurrentDimensions().scalarAdd(this.borderScaleFactor);
    }
    this._drawBorders(ctx, size, styleOverride);
  }

  /**
   * Draws lines from a borders of an object's bounding box to controls that have `withConnection` property set.
   * Requires public properties: width, height
   * Requires public options: padding, borderColor
   * @param {CanvasRenderingContext2D} ctx Context to draw on
   * @param {Point} size object size x = width, y = height
   */
  drawControlsConnectingLines(ctx, size) {
    let shouldStroke = false;
    ctx.beginPath();
    this.forEachControl((control, key) => {
      // in this moment, the ctx is centered on the object.
      // width and height of the above function are the size of the bbox.
      if (control.withConnection && control.getVisibility(this, key)) {
        // reset movement for each control
        shouldStroke = true;
        ctx.moveTo(control.x * size.x, control.y * size.y);
        ctx.lineTo(control.x * size.x + control.offsetX, control.y * size.y + control.offsetY);
      }
    });
    shouldStroke && ctx.stroke();
  }

  /**
   * Draws corners of an object's bounding box.
   * Requires public properties: width, height
   * Requires public options: cornerSize, padding
   * @param {CanvasRenderingContext2D} ctx Context to draw on
   * @param {ControlRenderingStyleOverride} styleOverride object to override the object style
   */
  drawControls(ctx) {
    let styleOverride = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
    ctx.save();
    const retinaScaling = this.getCanvasRetinaScaling();
    const {
      cornerStrokeColor,
      cornerDashArray,
      cornerColor
    } = this;
    const options = _objectSpread2({
      cornerStrokeColor,
      cornerDashArray,
      cornerColor
    }, styleOverride);
    ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);
    ctx.strokeStyle = ctx.fillStyle = options.cornerColor;
    if (!this.transparentCorners) {
      ctx.strokeStyle = options.cornerStrokeColor;
    }
    this._setLineDash(ctx, options.cornerDashArray);
    this.setCoords();
    this.forEachControl((control, key) => {
      if (control.getVisibility(this, key)) {
        const p = this.oCoords[key];
        control.render(ctx, p.x, p.y, options, this);
      }
    });
    ctx.restore();
  }

  /**
   * Returns true if the specified control is visible, false otherwise.
   * @param {string} controlKey The key of the control. Possible values are usually 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr',
   * but since the control api allow for any control name, can be any string.
   * @returns {boolean} true if the specified control is visible, false otherwise
   */
  isControlVisible(controlKey) {
    return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);
  }

  /**
   * Sets the visibility of the specified control.
   * please do not use.
   * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.
   * but since the control api allow for any control name, can be any string.
   * @param {Boolean} visible true to set the specified control visible, false otherwise
   * @todo discuss this overlap of priority here with the team. Andrea Bogazzi for details
   */
  setControlVisible(controlKey, visible) {
    if (!this._controlsVisibility) {
      this._controlsVisibility = {};
    }
    this._controlsVisibility[controlKey] = visible;
  }

  /**
   * Sets the visibility state of object controls, this is just a bulk option for setControlVisible;
   * @param {Record<string, boolean>} [options] with an optional key per control
   * example: {Boolean} [options.bl] true to enable the bottom-left control, false to disable it
   */
  setControlsVisibility() {
    let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
    Object.entries(options).forEach(_ref => {
      let [controlKey, visibility] = _ref;
      return this.setControlVisible(controlKey, visibility);
    });
  }

  /**
   * Clears the canvas.contextTop in a specific area that corresponds to the object's bounding box
   * that is in the canvas.contextContainer.
   * This function is used to clear pieces of contextTop where we render ephemeral effects on top of the object.
   * Example: blinking cursor text selection, drag effects.
   * @todo discuss swapping restoreManually with a renderCallback, but think of async issues
   * @param {Boolean} [restoreManually] When true won't restore the context after clear, in order to draw something else.
   * @return {CanvasRenderingContext2D|undefined} canvas.contextTop that is either still transformed
   * with the object transformMatrix, or restored to neutral transform
   */
  clearContextTop(restoreManually) {
    if (!this.canvas) {
      return;
    }
    const ctx = this.canvas.contextTop;
    if (!ctx) {
      return;
    }
    const v = this.canvas.viewportTransform;
    ctx.save();
    ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
    this.transform(ctx);
    // we add 4 pixel, to be sure to do not leave any pixel out
    const width = this.width + 4,
      height = this.height + 4;
    ctx.clearRect(-width / 2, -height / 2, width, height);
    restoreManually || ctx.restore();
    return ctx;
  }

  /**
   * This callback function is called every time _discardActiveObject or _setActiveObject
   * try to to deselect this object. If the function returns true, the process is cancelled
   * @param {Object} [options] options sent from the upper functions
   * @param {TPointerEvent} [options.e] event if the process is generated by an event
   * @param {FabricObject} [options.object] next object we are setting as active, and reason why
   * this is being deselected
   */
  onDeselect(options) {
    // implemented by sub-classes, as needed.
    return false;
  }

  /**
   * This callback function is called every time _discardActiveObject or _setActiveObject
   * try to to select this object. If the function returns true, the process is cancelled
   * @param {Object} [options] options sent from the upper functions
   * @param {Event} [options.e] event if the process is generated by an event
   */
  onSelect(options) {
    // implemented by sub-classes, as needed.
    return false;
  }

  /**
   * Override to customize Drag behavior
   * Fired from {@link Canvas#_onMouseMove}
   * @returns true in order for the window to start a drag session
   */
  shouldStartDragging() {
    return false;
  }

  /**
   * Override to customize Drag behavior\
   * Fired once a drag session has started
   * @returns true to handle the drag event
   */
  onDragStart(e) {
    return false;
  }

  /**
   * Override to customize drag and drop behavior
   * @public
   * @param {DragEvent} e
   * @returns {boolean} true if the object currently dragged can be dropped on the target
   */
  canDrop(e) {
    return false;
  }

  /**
   * Override to customize drag and drop behavior
   * render a specific effect when an object is the source of a drag event
   * example: render the selection status for the part of text that is being dragged from a text object
   * @public
   * @param {DragEvent} e
   */
  renderDragSourceEffect(e) {
    // for subclasses
  }

  /**
   * Override to customize drag and drop behavior
   * render a specific effect when an object is the target of a drag event
   * used to show that the underly object can receive a drop, or to show how the
   * object will change when dropping. example: show the cursor where the text is about to be dropped
   * @public
   * @param {DragEvent} e
   */
  renderDropTargetEffect(e) {
    // for subclasses
  }
}
/**
 * The object's controls' position in viewport coordinates
 * Calculated by {@link Control#positionHandler} and {@link Control#calcCornerCoords}, depending on {@link padding}.
 * `corner/touchCorner` describe the 4 points forming the interactive area of the corner.
 * Used to draw and locate controls.
 */
/**
 * keeps the value of the last hovered corner during mouse move.
 * 0 is no corner, or 'mt', 'ml', 'mtr' etc..
 * It should be private, but there is no harm in using it as
 * a read-only property.
 * this isn't cleaned automatically. Non selected objects may have wrong values
 * @type [string]
 */
/**
 * a map of control visibility for this object.
 * this was left when controls were introduced to not break the api too much
 * this takes priority over the generic control visibility
 */
/**
 * holds the controls for the object.
 * controls are added by default_controls.js
 */
/**
 * internal boolean to signal the code that the object is
 * part of the move action.
 */
/**
 * A boolean used from the gesture module to keep tracking of a scaling
 * action when there is no scaling transform in place.
 * This is an edge case and is used twice in all codebase.
 * Probably added to keep track of some performance issues
 * @TODO use git blame to investigate why it was added
 * DON'T USE IT. WE WILL TRY TO REMOVE IT
 */
_defineProperty(InteractiveFabricObject, "ownDefaults", interactiveObjectDefaultValues);

export { InteractiveFabricObject };
//# sourceMappingURL=InteractiveObject.mjs.map
