J'essaie de limiter l'objet en mouvement dans le canevas, mais j'ai de la difficulté à déplacer l'objet avec une zone limite en haut et à gauche et lorsque je redimensionne l'objet avec une grande taille à ce moment-là, je ne peux pas non plus limiter l'objet en mouvement sur côté gauche et supérieur de la toile
canvas.observe("object:moving", function(e){
var obj = e.target;
// if object is too big ignore
if(obj.currentHeight > obj.canvas.height || obj.currentWidth > obj.canvas.width){
return;
}
var halfw = obj.currentWidth/2;
var halfh = obj.currentHeight/2;
var bounds = {tl: {x: halfw, y:halfh},
br: {x: obj.canvas.width-halfw, y: obj.canvas.height-halfh}
};
// top-left corner
if(obj.top < bounds.tl.y || obj.left < bounds.tl.x){
obj.top = Math.max(obj.top, bounds.tl.y);
obj.left = Math.max(obj.left, bounds.tl.x )
}
// bot-right corner
if(obj.top > bounds.br.y || obj.left > bounds.br.x){
obj.top = Math.min(obj.top, bounds.br.y);
obj.left = Math.min(obj.left, bounds.br.x)
}
});
Ajoutez simplement le code ci-dessous dans votre fichier js et modifiez la valeur de l'échelle X(left) et Y(top) selon la hauteur et la largeur de votre toile).
// canvas moving limit
canvas.observe("object:moving", function(e){
var obj = e.target;
// if object is too big ignore
var halfw = obj.currentWidth/2;
var halfh = obj.currentHeight/2;
var bounds = {tl: {x: halfw, y:halfh},
br: {x: obj.canvas.width , y: obj.canvas.height }
};
// top-left corner
// alert("text");
if(obj.top < bounds.tl.y || obj.left < bounds.tl.x){
obj.top = Math.max(obj.top, '10' );
obj.left = Math.max(obj.left , '50' )
}
// bot-right corner
if(obj.top > bounds.br.y || obj.left > bounds.br.x ){
obj.top = Math.min(obj.top, '360' );
obj.left = Math.min(obj.left, '470' )
}
});
// end canvas moving limit
canvas.on('object:moving', function (e) {
var obj = e.target;
// if object is too big ignore
if(obj.currentHeight > obj.canvas.height || obj.currentWidth > obj.canvas.width){
return;
}
obj.setCoords();
// top-left corner
if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left < 0){
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left);
}
// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width){
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);
}
});
Ici vous pouvez trouver une solution: -
var canvas = window._canvas = new fabric.Canvas('c');
canvas.selection = false;
fabric.Object.prototype.set({
transparentCorners: false,
cornerColor: 'red',
cornerSize: 12,
padding: 0
});
text = new fabric.Text('Sample',{
top: canvas.height/2,
left: canvas.width/2,
fill: '#000000'
});
canvas.add(text);
canvas.setActiveObject(text);
canvas.observe('object:scaling', function (e) {
var obj = e.target;
if(obj.getHeight() > obj.canvas.height || obj.getWidth() > obj.canvas.width){
obj.setScaleY(obj.originalState.scaleY);
obj.setScaleX(obj.originalState.scaleX);
}
obj.setCoords();
if(obj.getBoundingRect().top - (obj.cornerSize / 2) < 0 ||
obj.getBoundingRect().left - (obj.cornerSize / 2) < 0) {
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top + (obj.cornerSize / 2));
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left + (obj.cornerSize / 2));
}
if(obj.getBoundingRect().top+obj.getBoundingRect().height + obj.cornerSize > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width + obj.cornerSize > obj.canvas.width) {
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top - obj.cornerSize / 2);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left - obj.cornerSize /2);
}
});
canvas.observe('object:moving', function (e) {
var obj = e.target;
if(obj.getHeight() > obj.canvas.height || obj.getWidth() > obj.canvas.width){
obj.setScaleY(obj.originalState.scaleY);
obj.setScaleX(obj.originalState.scaleX);
}
obj.setCoords();
if(obj.getBoundingRect().top - (obj.cornerSize / 2) < 0 ||
obj.getBoundingRect().left - (obj.cornerSize / 2) < 0) {
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top + (obj.cornerSize / 2));
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left + (obj.cornerSize / 2));
}
if(obj.getBoundingRect().top+obj.getBoundingRect().height + obj.cornerSize > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width + obj.cornerSize > obj.canvas.width) {
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top - obj.cornerSize / 2);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left - obj.cornerSize /2);
}
});
Comme j'en avais besoin, voici ma fonction surmenée basée sur le code de Balaji pour définir un décalage, de sorte que les objets ne peuvent être affichés qu'en partie dans le canevas.
canvas.on('object:moving', function (e) {
var obj = e.target;
// if object is too big ignore
if(obj.currentHeight > obj.canvas.height || obj.currentWidth > obj.canvas.width){
return;
}
// set offset for moving out the canvas (20 % of object persists in canvas)
var offsetWidth = obj.getBoundingRect().width * 0.8;
var offsetHeight = obj.getBoundingRect().height * 0.8;
obj.setCoords();
// top-left corner
if(obj.getBoundingRect().top < -offsetHeight || obj.getBoundingRect().left < -offsetWidth){
obj.top = Math.max(obj.top, obj.top-(obj.getBoundingRect().top+offsetHeight));
obj.left = Math.max(obj.left, obj.left-(obj.getBoundingRect().left+offsetWidth));
}
// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height + offsetHeight || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width + offsetWidth){
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top+offsetHeight);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left+offsetWidth);
}
});
Je viens de modifier le code de Balaji fonctionne un peu mieux maintenant
canvas.on('object:moving', function (e) {
var obj = e.target;
// if object is too big ignore
if(obj.getScaledHeight() > obj.canvas.height || obj.getScaledWidth() > obj.canvas.width){
return;
}
obj.setCoords();
// top-left corner
if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left < 0){
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left);
}
// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width){
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);
}});