import { defineProperty as _defineProperty, objectSpread2 as _objectSpread2, objectWithoutProperties as _objectWithoutProperties } from '../../_virtual/_rollupPluginBabelHelpers.mjs';
import { classRegistry } from '../ClassRegistry.mjs';
import { NONE } from '../constants.mjs';
import { Point } from '../Point.mjs';
import { stopEvent, isTouchEvent } from '../util/dom_event.mjs';
import { getWindowFromElement, getDocumentFromElement } from '../util/dom_misc.mjs';
import { sendPointToPlane } from '../util/misc/planeChange.mjs';
import { isActiveSelection } from '../util/typeAssertions.mjs';
import { SelectableCanvas } from './SelectableCanvas.mjs';
import { TextEditingManager } from './TextEditingManager.mjs';

const _excluded = ["target", "oldTarget", "fireCanvas", "e"];
const addEventOptions = {
  passive: false
};
const getEventPoints = (canvas, e) => {
  const viewportPoint = canvas.getViewportPoint(e);
  const scenePoint = canvas.getScenePoint(e);
  return {
    viewportPoint,
    scenePoint,
    pointer: viewportPoint,
    absolutePointer: scenePoint
  };
};

// just to be clear, the utils are now deprecated and those are here exactly as minifier helpers
// because el.addEventListener can't me be minified while a const yes and we use it 47 times in this file.
// few bytes but why give it away.
const addListener = function (el) {
  for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
    args[_key - 1] = arguments[_key];
  }
  return el.addEventListener(...args);
};
const removeListener = function (el) {
  for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {
    args[_key2 - 1] = arguments[_key2];
  }
  return el.removeEventListener(...args);
};
const syntheticEventConfig = {
  mouse: {
    in: 'over',
    out: 'out',
    targetIn: 'mouseover',
    targetOut: 'mouseout',
    canvasIn: 'mouse:over',
    canvasOut: 'mouse:out'
  },
  drag: {
    in: 'enter',
    out: 'leave',
    targetIn: 'dragenter',
    targetOut: 'dragleave',
    canvasIn: 'drag:enter',
    canvasOut: 'drag:leave'
  }
};
class Canvas extends SelectableCanvas {
  constructor(el) {
    let options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
    super(el, options);
    // bind event handlers
    /**
     * Contains the id of the touch event that owns the fabric transform
     * @type Number
     * @private
     */
    /**
     * Holds a reference to a setTimeout timer for event synchronization
     * @type number
     * @private
     */
    /**
     * Holds a reference to an object on the canvas that is receiving the drag over event.
     * @type FabricObject
     * @private
     */
    /**
     * Holds a reference to an object on the canvas from where the drag operation started
     * @type FabricObject
     * @private
     */
    /**
     * Holds a reference to an object on the canvas that is the current drop target
     * May differ from {@link _draggedoverTarget}
     * @todo inspect whether {@link _draggedoverTarget} and {@link _dropTarget} should be merged somehow
     * @type FabricObject
     * @private
     */
    /**
     * a boolean that keeps track of the click state during a cycle of mouse down/up.
     * If a mouse move occurs it becomes false.
     * Is true by default, turns false on mouse move.
     * Used to determine if a mouseUp is a click
     */
    _defineProperty(this, "_isClick", void 0);
    _defineProperty(this, "textEditingManager", new TextEditingManager(this));
    ['_onMouseDown', '_onTouchStart', '_onMouseMove', '_onMouseUp', '_onTouchEnd', '_onResize',
    // '_onGesture',
    // '_onDrag',
    // '_onShake',
    // '_onLongPress',
    // '_onOrientationChange',
    '_onMouseWheel', '_onMouseOut', '_onMouseEnter', '_onContextMenu', '_onClick', '_onDragStart', '_onDragEnd', '_onDragProgress', '_onDragOver', '_onDragEnter', '_onDragLeave', '_onDrop'].forEach(eventHandler => {
      // eslint-disable-next-line @typescript-eslint/no-unsafe-function-type
      this[eventHandler] = this[eventHandler].bind(this);
    });
    // register event handlers
    this.addOrRemove(addListener, 'add');
  }

  /**
   * return an event prefix pointer or mouse.
   * @private
   */
  _getEventPrefix() {
    return this.enablePointerEvents ? 'pointer' : 'mouse';
  }
  addOrRemove(functor, _eventjsFunctor) {
    const canvasElement = this.upperCanvasEl,
      eventTypePrefix = this._getEventPrefix();
    functor(getWindowFromElement(canvasElement), 'resize', this._onResize);
    functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);
    functor(canvasElement, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions);
    functor(canvasElement, "".concat(eventTypePrefix, "out"), this._onMouseOut);
    functor(canvasElement, "".concat(eventTypePrefix, "enter"), this._onMouseEnter);
    functor(canvasElement, 'wheel', this._onMouseWheel, {
      passive: false
    });
    functor(canvasElement, 'contextmenu', this._onContextMenu);
    functor(canvasElement, 'click', this._onClick);
    // decide if to remove in fabric 7.0
    functor(canvasElement, 'dblclick', this._onClick);
    functor(canvasElement, 'dragstart', this._onDragStart);
    functor(canvasElement, 'dragend', this._onDragEnd);
    functor(canvasElement, 'dragover', this._onDragOver);
    functor(canvasElement, 'dragenter', this._onDragEnter);
    functor(canvasElement, 'dragleave', this._onDragLeave);
    functor(canvasElement, 'drop', this._onDrop);
    if (!this.enablePointerEvents) {
      functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions);
    }
    // if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {
    //   eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);
    //   eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);
    //   eventjs[eventjsFunctor](
    //     canvasElement,
    //     'orientation',
    //     this._onOrientationChange
    //   );
    //   eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);
    //   eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);
    // }
  }

  /**
   * Removes all event listeners, used when disposing the instance
   */
  removeListeners() {
    this.addOrRemove(removeListener, 'remove');
    // if you dispose on a mouseDown, before mouse up, you need to clean document to...
    const eventTypePrefix = this._getEventPrefix();
    const doc = getDocumentFromElement(this.upperCanvasEl);
    removeListener(doc, "".concat(eventTypePrefix, "up"), this._onMouseUp);
    removeListener(doc, 'touchend', this._onTouchEnd, addEventOptions);
    removeListener(doc, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions);
    removeListener(doc, 'touchmove', this._onMouseMove, addEventOptions);
    clearTimeout(this._willAddMouseDown);
  }

  /**
   * @private
   * @param {Event} [e] Event object fired on wheel event
   */
  _onMouseWheel(e) {
    this.__onMouseWheel(e);
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onMouseOut(e) {
    const target = this._hoveredTarget;
    const shared = _objectSpread2({
      e
    }, getEventPoints(this, e));
    this.fire('mouse:out', _objectSpread2(_objectSpread2({}, shared), {}, {
      target
    }));
    this._hoveredTarget = undefined;
    target && target.fire('mouseout', _objectSpread2({}, shared));
    this._hoveredTargets.forEach(nestedTarget => {
      this.fire('mouse:out', _objectSpread2(_objectSpread2({}, shared), {}, {
        target: nestedTarget
      }));
      nestedTarget && nestedTarget.fire('mouseout', _objectSpread2({}, shared));
    });
    this._hoveredTargets = [];
  }

  /**
   * @private
   * @param {Event} e Event object fired on mouseenter
   */
  _onMouseEnter(e) {
    // This find target and consequent 'mouse:over' is used to
    // clear old instances on hovered target.
    // calling findTarget has the side effect of killing target.__corner.
    // as a short term fix we are not firing this if we are currently transforming.
    // as a long term fix we need to separate the action of finding a target with the
    // side effects we added to it.
    if (!this._currentTransform && !this.findTarget(e)) {
      this.fire('mouse:over', _objectSpread2({
        e
      }, getEventPoints(this, e)));
      this._hoveredTarget = undefined;
      this._hoveredTargets = [];
    }
  }

  /**
   * supports native like text dragging
   * @private
   * @param {DragEvent} e
   */
  _onDragStart(e) {
    this._isClick = false;
    const activeObject = this.getActiveObject();
    if (activeObject && activeObject.onDragStart(e)) {
      this._dragSource = activeObject;
      const options = {
        e,
        target: activeObject
      };
      this.fire('dragstart', options);
      activeObject.fire('dragstart', options);
      addListener(this.upperCanvasEl, 'drag', this._onDragProgress);
      return;
    }
    stopEvent(e);
  }

  /**
   * First we clear top context where the effects are being rendered.
   * Then we render the effects.
   * Doing so will render the correct effect for all cases including an overlap between `source` and `target`.
   * @private
   */
  _renderDragEffects(e, source, target) {
    let dirty = false;
    // clear top context
    const dropTarget = this._dropTarget;
    if (dropTarget && dropTarget !== source && dropTarget !== target) {
      dropTarget.clearContextTop();
      dirty = true;
    }
    source === null || source === void 0 || source.clearContextTop();
    target !== source && (target === null || target === void 0 ? void 0 : target.clearContextTop());
    // render effects
    const ctx = this.contextTop;
    ctx.save();
    ctx.transform(...this.viewportTransform);
    if (source) {
      ctx.save();
      source.transform(ctx);
      source.renderDragSourceEffect(e);
      ctx.restore();
      dirty = true;
    }
    if (target) {
      ctx.save();
      target.transform(ctx);
      target.renderDropTargetEffect(e);
      ctx.restore();
      dirty = true;
    }
    ctx.restore();
    dirty && (this.contextTopDirty = true);
  }

  /**
   * supports native like text dragging
   * https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API/Drag_operations#finishing_a_drag
   * @private
   * @param {DragEvent} e
   */
  _onDragEnd(e) {
    const didDrop = !!e.dataTransfer && e.dataTransfer.dropEffect !== NONE,
      dropTarget = didDrop ? this._activeObject : undefined,
      options = {
        e,
        target: this._dragSource,
        subTargets: this.targets,
        dragSource: this._dragSource,
        didDrop,
        dropTarget: dropTarget
      };
    removeListener(this.upperCanvasEl, 'drag', this._onDragProgress);
    this.fire('dragend', options);
    this._dragSource && this._dragSource.fire('dragend', options);
    delete this._dragSource;
    // we need to call mouse up synthetically because the browser won't
    this._onMouseUp(e);
  }

  /**
   * fire `drag` event on canvas and drag source
   * @private
   * @param {DragEvent} e
   */
  _onDragProgress(e) {
    const options = {
      e,
      target: this._dragSource,
      dragSource: this._dragSource,
      dropTarget: this._draggedoverTarget
    };
    this.fire('drag', options);
    this._dragSource && this._dragSource.fire('drag', options);
  }

  /**
   * As opposed to {@link findTarget} we want the top most object to be returned w/o the active object cutting in line.
   * Override at will
   */
  findDragTargets(e) {
    this.targets = [];
    const target = this._searchPossibleTargets(this._objects, this.getViewportPoint(e));
    return {
      target,
      targets: [...this.targets]
    };
  }

  /**
   * prevent default to allow drop event to be fired
   * https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API/Drag_operations#specifying_drop_targets
   * @private
   * @param {DragEvent} [e] Event object fired on Event.js shake
   */
  _onDragOver(e) {
    const eventType = 'dragover';
    const {
      target,
      targets
    } = this.findDragTargets(e);
    const dragSource = this._dragSource;
    const options = {
      e,
      target,
      subTargets: targets,
      dragSource,
      canDrop: false,
      dropTarget: undefined
    };
    let dropTarget;
    //  fire on canvas
    this.fire(eventType, options);
    //  make sure we fire dragenter events before dragover
    //  if dragleave is needed, object will not fire dragover so we don't need to trouble ourselves with it
    this._fireEnterLeaveEvents(target, options);
    if (target) {
      if (target.canDrop(e)) {
        dropTarget = target;
      }
      target.fire(eventType, options);
    }
    //  propagate the event to subtargets
    for (let i = 0; i < targets.length; i++) {
      const subTarget = targets[i];
      // accept event only if previous targets didn't (the accepting target calls `preventDefault` to inform that the event is taken)
      // TODO: verify if those should loop in inverse order then?
      // what is the order of subtargets?
      if (subTarget.canDrop(e)) {
        dropTarget = subTarget;
      }
      subTarget.fire(eventType, options);
    }
    //  render drag effects now that relations between source and target is clear
    this._renderDragEffects(e, dragSource, dropTarget);
    this._dropTarget = dropTarget;
  }

  /**
   * fire `dragleave` on `dragover` targets
   * @private
   * @param {Event} [e] Event object fired on Event.js shake
   */
  _onDragEnter(e) {
    const {
      target,
      targets
    } = this.findDragTargets(e);
    const options = {
      e,
      target,
      subTargets: targets,
      dragSource: this._dragSource
    };
    this.fire('dragenter', options);
    //  fire dragenter on targets
    this._fireEnterLeaveEvents(target, options);
  }

  /**
   * fire `dragleave` on `dragover` targets
   * @private
   * @param {Event} [e] Event object fired on Event.js shake
   */
  _onDragLeave(e) {
    const options = {
      e,
      target: this._draggedoverTarget,
      subTargets: this.targets,
      dragSource: this._dragSource
    };
    this.fire('dragleave', options);

    //  fire dragleave on targets
    this._fireEnterLeaveEvents(undefined, options);
    this._renderDragEffects(e, this._dragSource);
    this._dropTarget = undefined;
    //  clear targets
    this.targets = [];
    this._hoveredTargets = [];
  }

  /**
   * `drop:before` is a an event that allows you to schedule logic
   * before the `drop` event. Prefer `drop` event always, but if you need
   * to run some drop-disabling logic on an event, since there is no way
   * to handle event handlers ordering, use `drop:before`
   * @private
   * @param {Event} e
   */
  _onDrop(e) {
    const {
      target,
      targets
    } = this.findDragTargets(e);
    const options = this._basicEventHandler('drop:before', _objectSpread2({
      e,
      target,
      subTargets: targets,
      dragSource: this._dragSource
    }, getEventPoints(this, e)));
    //  will be set by the drop target
    options.didDrop = false;
    //  will be set by the drop target, used in case options.target refuses the drop
    options.dropTarget = undefined;
    //  fire `drop`
    this._basicEventHandler('drop', options);
    //  inform canvas of the drop
    //  we do this because canvas was unaware of what happened at the time the `drop` event was fired on it
    //  use for side effects
    this.fire('drop:after', options);
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onContextMenu(e) {
    const target = this.findTarget(e),
      subTargets = this.targets || [];
    const options = this._basicEventHandler('contextmenu:before', {
      e,
      target,
      subTargets
    });
    // TODO: this line is silly because the dev can subscribe to the event and prevent it themselves
    this.stopContextMenu && stopEvent(e);
    this._basicEventHandler('contextmenu', options);
    return false;
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onClick(e) {
    const clicks = e.detail;
    if (clicks > 3 || clicks < 2) return;
    this._cacheTransformEventData(e);
    clicks == 2 && e.type === 'dblclick' && this._handleEvent(e, 'dblclick');
    clicks == 3 && this._handleEvent(e, 'tripleclick');
    this._resetTransformEventData();
  }

  /**
   * Return a the id of an event.
   * returns either the pointerId or the identifier or 0 for the mouse event
   * @private
   * @param {Event} evt Event object
   */
  getPointerId(evt) {
    const changedTouches = evt.changedTouches;
    if (changedTouches) {
      return changedTouches[0] && changedTouches[0].identifier;
    }
    if (this.enablePointerEvents) {
      return evt.pointerId;
    }
    return -1;
  }

  /**
   * Determines if an event has the id of the event that is considered main
   * @private
   * @param {evt} event Event object
   */
  _isMainEvent(evt) {
    if (evt.isPrimary === true) {
      return true;
    }
    if (evt.isPrimary === false) {
      return false;
    }
    if (evt.type === 'touchend' && evt.touches.length === 0) {
      return true;
    }
    if (evt.changedTouches) {
      return evt.changedTouches[0].identifier === this.mainTouchId;
    }
    return true;
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onTouchStart(e) {
    // we will prevent scrolling if allowTouchScrolling is not enabled and
    let shouldPreventScrolling = !this.allowTouchScrolling;
    const currentActiveObject = this._activeObject;
    if (this.mainTouchId === undefined) {
      this.mainTouchId = this.getPointerId(e);
    }
    this.__onMouseDown(e);
    // after executing fabric logic for mouse down let's see
    // if we didn't change target or if we are drawing
    // we want to prevent scrolling anyway
    if (this.isDrawingMode || currentActiveObject && this._target === currentActiveObject) {
      shouldPreventScrolling = true;
    }
    // prevent default, will block scrolling from start
    shouldPreventScrolling && e.preventDefault();
    this._resetTransformEventData();
    const canvasElement = this.upperCanvasEl,
      eventTypePrefix = this._getEventPrefix();
    const doc = getDocumentFromElement(canvasElement);
    addListener(doc, 'touchend', this._onTouchEnd, addEventOptions);
    // if we scroll don't register the touch move event
    shouldPreventScrolling && addListener(doc, 'touchmove', this._onMouseMove, addEventOptions);
    // Unbind mousedown to prevent double triggers from touch devices
    removeListener(canvasElement, "".concat(eventTypePrefix, "down"), this._onMouseDown);
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onMouseDown(e) {
    this.__onMouseDown(e);
    this._resetTransformEventData();
    const canvasElement = this.upperCanvasEl,
      eventTypePrefix = this._getEventPrefix();
    removeListener(canvasElement, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions);
    const doc = getDocumentFromElement(canvasElement);
    addListener(doc, "".concat(eventTypePrefix, "up"), this._onMouseUp);
    addListener(doc, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions);
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onTouchEnd(e) {
    if (e.touches.length > 0) {
      // if there are still touches stop here
      return;
    }
    this.__onMouseUp(e);
    this._resetTransformEventData();
    delete this.mainTouchId;
    const eventTypePrefix = this._getEventPrefix();
    const doc = getDocumentFromElement(this.upperCanvasEl);
    removeListener(doc, 'touchend', this._onTouchEnd, addEventOptions);
    removeListener(doc, 'touchmove', this._onMouseMove, addEventOptions);
    if (this._willAddMouseDown) {
      clearTimeout(this._willAddMouseDown);
    }
    this._willAddMouseDown = setTimeout(() => {
      // Wait 400ms before rebinding mousedown to prevent double triggers
      // from touch devices
      addListener(this.upperCanvasEl, "".concat(eventTypePrefix, "down"), this._onMouseDown);
      this._willAddMouseDown = 0;
    }, 400);
  }

  /**
   * @private
   * @param {Event} e Event object fired on mouseup
   */
  _onMouseUp(e) {
    this.__onMouseUp(e);
    this._resetTransformEventData();
    const canvasElement = this.upperCanvasEl,
      eventTypePrefix = this._getEventPrefix();
    if (this._isMainEvent(e)) {
      const doc = getDocumentFromElement(this.upperCanvasEl);
      removeListener(doc, "".concat(eventTypePrefix, "up"), this._onMouseUp);
      removeListener(doc, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions);
      addListener(canvasElement, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions);
    }
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousemove
   */
  _onMouseMove(e) {
    const activeObject = this.getActiveObject();
    !this.allowTouchScrolling && (!activeObject ||
    // a drag event sequence is started by the active object flagging itself on mousedown / mousedown:before
    // we must not prevent the event's default behavior in order for the window to start dragging
    !activeObject.shouldStartDragging(e)) && e.preventDefault && e.preventDefault();
    this.__onMouseMove(e);
  }

  /**
   * @private
   */
  _onResize() {
    this.calcOffset();
    this._resetTransformEventData();
  }

  /**
   * Decides whether the canvas should be redrawn in mouseup and mousedown events.
   * @private
   * @param {Object} target
   */
  _shouldRender(target) {
    const activeObject = this.getActiveObject();
    // if just one of them is available or if they are both but are different objects
    // this covers: switch of target, from target to no target, selection of target
    // multiSelection with key and mouse
    return !!activeObject !== !!target || activeObject && target && activeObject !== target;
  }

  /**
   * Method that defines the actions when mouse is released on canvas.
   * The method resets the currentTransform parameters, store the image corner
   * position in the image object and render the canvas on top.
   * @private
   * @param {Event} e Event object fired on mouseup
   */
  __onMouseUp(e) {
    var _this$_activeObject;
    this._cacheTransformEventData(e);
    this._handleEvent(e, 'up:before');
    const transform = this._currentTransform;
    const isClick = this._isClick;
    const target = this._target;

    // if right/middle click just fire events and return
    // target undefined will make the _handleEvent search the target
    const {
      button
    } = e;
    if (button) {
      (this.fireMiddleClick && button === 1 || this.fireRightClick && button === 2) && this._handleEvent(e, 'up');
      this._resetTransformEventData();
      return;
    }
    if (this.isDrawingMode && this._isCurrentlyDrawing) {
      this._onMouseUpInDrawingMode(e);
      return;
    }
    if (!this._isMainEvent(e)) {
      return;
    }
    let shouldRender = false;
    if (transform) {
      this._finalizeCurrentTransform(e);
      shouldRender = transform.actionPerformed;
    }
    if (!isClick) {
      const targetWasActive = target === this._activeObject;
      this.handleSelection(e);
      if (!shouldRender) {
        shouldRender = this._shouldRender(target) || !targetWasActive && target === this._activeObject;
      }
    }
    let pointer, corner;
    if (target) {
      const found = target.findControl(this.getViewportPoint(e), isTouchEvent(e));
      const {
        key,
        control
      } = found || {};
      corner = key;
      if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {
        this.setActiveObject(target, e);
        shouldRender = true;
      } else if (control) {
        const mouseUpHandler = control.getMouseUpHandler(e, target, control);
        if (mouseUpHandler) {
          pointer = this.getScenePoint(e);
          mouseUpHandler.call(control, e, transform, pointer.x, pointer.y);
        }
      }
      target.isMoving = false;
    }
    // if we are ending up a transform on a different control or a new object
    // fire the original mouse up from the corner that started the transform
    if (transform && (transform.target !== target || transform.corner !== corner)) {
      const originalControl = transform.target && transform.target.controls[transform.corner],
        originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, transform.target, originalControl);
      pointer = pointer || this.getScenePoint(e);
      originalMouseUpHandler && originalMouseUpHandler.call(originalControl, e, transform, pointer.x, pointer.y);
    }
    this._setCursorFromEvent(e, target);
    this._handleEvent(e, 'up');
    this._groupSelector = null;
    this._currentTransform = null;
    // reset the target information about which corner is selected
    target && (target.__corner = undefined);
    if (shouldRender) {
      this.requestRenderAll();
    } else if (!isClick && !((_this$_activeObject = this._activeObject) !== null && _this$_activeObject !== void 0 && _this$_activeObject.isEditing)) {
      this.renderTop();
    }
  }
  _basicEventHandler(eventType, options) {
    const {
      target,
      subTargets = []
    } = options;
    this.fire(eventType, options);
    target && target.fire(eventType, options);
    for (let i = 0; i < subTargets.length; i++) {
      subTargets[i] !== target && subTargets[i].fire(eventType, options);
    }
    return options;
  }

  /**
   * @private
   * Handle event firing for target and subtargets
   * @param {TPointerEvent} e event from mouse
   * @param {TPointerEventNames} eventType
   */
  _handleEvent(e, eventType, extraData) {
    const target = this._target,
      targets = this.targets || [],
      options = _objectSpread2(_objectSpread2(_objectSpread2({
        e,
        target,
        subTargets: targets
      }, getEventPoints(this, e)), {}, {
        transform: this._currentTransform
      }, eventType === 'up:before' || eventType === 'up' ? {
        isClick: this._isClick,
        currentTarget: this.findTarget(e),
        // set by the preceding `findTarget` call
        currentSubTargets: this.targets
      } : {}), eventType === 'down:before' || eventType === 'down' ? extraData : {});
    this.fire("mouse:".concat(eventType), options);
    // this may be a little be more complicated of what we want to handle
    target && target.fire("mouse".concat(eventType), options);
    for (let i = 0; i < targets.length; i++) {
      targets[i] !== target && targets[i].fire("mouse".concat(eventType), options);
    }
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  _onMouseDownInDrawingMode(e) {
    this._isCurrentlyDrawing = true;
    if (this.getActiveObject()) {
      this.discardActiveObject(e);
      this.requestRenderAll();
    }
    // TODO: this is a scene point so it should be renamed
    const pointer = this.getScenePoint(e);
    this.freeDrawingBrush && this.freeDrawingBrush.onMouseDown(pointer, {
      e,
      pointer
    });
    this._handleEvent(e, 'down', {
      alreadySelected: false
    });
  }

  /**
   * @private
   * @param {Event} e Event object fired on mousemove
   */
  _onMouseMoveInDrawingMode(e) {
    if (this._isCurrentlyDrawing) {
      const pointer = this.getScenePoint(e);
      this.freeDrawingBrush && this.freeDrawingBrush.onMouseMove(pointer, {
        e,
        // this is an absolute pointer, the naming is wrong
        pointer
      });
    }
    this.setCursor(this.freeDrawingCursor);
    this._handleEvent(e, 'move');
  }

  /**
   * @private
   * @param {Event} e Event object fired on mouseup
   */
  _onMouseUpInDrawingMode(e) {
    const pointer = this.getScenePoint(e);
    if (this.freeDrawingBrush) {
      this._isCurrentlyDrawing = !!this.freeDrawingBrush.onMouseUp({
        e: e,
        // this is an absolute pointer, the naming is wrong
        pointer
      });
    } else {
      this._isCurrentlyDrawing = false;
    }
    this._handleEvent(e, 'up');
  }

  /**
   * Method that defines the actions when mouse is clicked on canvas.
   * The method inits the currentTransform parameters and renders all the
   * canvas so the current image can be placed on the top canvas and the rest
   * in on the container one.
   * @private
   * @param {Event} e Event object fired on mousedown
   */
  __onMouseDown(e) {
    this._isClick = true;
    this._cacheTransformEventData(e);
    this._handleEvent(e, 'down:before');
    let target = this._target;
    let alreadySelected = !!target && target === this._activeObject;
    // if right/middle click just fire events
    const {
      button
    } = e;
    if (button) {
      (this.fireMiddleClick && button === 1 || this.fireRightClick && button === 2) && this._handleEvent(e, 'down', {
        alreadySelected
      });
      this._resetTransformEventData();
      return;
    }
    if (this.isDrawingMode) {
      this._onMouseDownInDrawingMode(e);
      return;
    }
    if (!this._isMainEvent(e)) {
      return;
    }

    // ignore if some object is being transformed at this moment
    if (this._currentTransform) {
      return;
    }
    let shouldRender = this._shouldRender(target);
    let grouped = false;
    if (this.handleMultiSelection(e, target)) {
      // active object might have changed while grouping
      target = this._activeObject;
      grouped = true;
      shouldRender = true;
    } else if (this._shouldClearSelection(e, target)) {
      this.discardActiveObject(e);
    }
    // we start a group selector rectangle if
    // selection is enabled
    // and there is no target, or the following 3 conditions are satisfied:
    // target is not selectable ( otherwise we selected it )
    // target is not editing
    // target is not already selected ( otherwise we drag )
    if (this.selection && (!target || !target.selectable && !target.isEditing && target !== this._activeObject)) {
      const p = this.getScenePoint(e);
      this._groupSelector = {
        x: p.x,
        y: p.y,
        deltaY: 0,
        deltaX: 0
      };
    }

    // check again because things could have changed
    alreadySelected = !!target && target === this._activeObject;
    if (target) {
      if (target.selectable && target.activeOn === 'down') {
        this.setActiveObject(target, e);
      }
      const handle = target.findControl(this.getViewportPoint(e), isTouchEvent(e));
      if (target === this._activeObject && (handle || !grouped)) {
        this._setupCurrentTransform(e, target, alreadySelected);
        const control = handle ? handle.control : undefined,
          pointer = this.getScenePoint(e),
          mouseDownHandler = control && control.getMouseDownHandler(e, target, control);
        mouseDownHandler && mouseDownHandler.call(control, e, this._currentTransform, pointer.x, pointer.y);
      }
    }
    //  we clear `_objectsToRender` in case of a change in order to repopulate it at rendering
    //  run before firing the `down` event to give the dev a chance to populate it themselves
    shouldRender && (this._objectsToRender = undefined);
    this._handleEvent(e, 'down', {
      alreadySelected: alreadySelected
    });
    // we must renderAll so that we update the visuals
    shouldRender && this.requestRenderAll();
  }

  /**
   * reset cache form common information needed during event processing
   * @private
   */
  _resetTransformEventData() {
    this._target = this._pointer = this._absolutePointer = undefined;
  }

  /**
   * Cache common information needed during event processing
   * @private
   * @param {Event} e Event object fired on event
   */
  _cacheTransformEventData(e) {
    // reset in order to avoid stale caching
    this._resetTransformEventData();
    this._pointer = this.getViewportPoint(e);
    this._absolutePointer = sendPointToPlane(this._pointer, undefined, this.viewportTransform);
    this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e);
  }

  /**
   * Method that defines the actions when mouse is hovering the canvas.
   * The currentTransform parameter will define whether the user is rotating/scaling/translating
   * an image or neither of them (only hovering). A group selection is also possible and would cancel
   * all any other type of action.
   * In case of an image transformation only the top canvas will be rendered.
   * @private
   * @param {Event} e Event object fired on mousemove
   */
  __onMouseMove(e) {
    this._isClick = false;
    this._cacheTransformEventData(e);
    this._handleEvent(e, 'move:before');
    if (this.isDrawingMode) {
      this._onMouseMoveInDrawingMode(e);
      return;
    }
    if (!this._isMainEvent(e)) {
      return;
    }
    const groupSelector = this._groupSelector;

    // We initially clicked in an empty area, so we draw a box for multiple selection
    if (groupSelector) {
      const pointer = this.getScenePoint(e);
      groupSelector.deltaX = pointer.x - groupSelector.x;
      groupSelector.deltaY = pointer.y - groupSelector.y;
      this.renderTop();
    } else if (!this._currentTransform) {
      const target = this.findTarget(e);
      this._setCursorFromEvent(e, target);
      this._fireOverOutEvents(e, target);
    } else {
      this._transformObject(e);
    }
    this.textEditingManager.onMouseMove(e);
    this._handleEvent(e, 'move');
    this._resetTransformEventData();
  }

  /**
   * Manage the mouseout, mouseover events for the fabric object on the canvas
   * @param {Fabric.Object} target the target where the target from the mousemove event
   * @param {Event} e Event object fired on mousemove
   * @private
   */
  _fireOverOutEvents(e, target) {
    const _hoveredTarget = this._hoveredTarget,
      _hoveredTargets = this._hoveredTargets,
      targets = this.targets,
      length = Math.max(_hoveredTargets.length, targets.length);
    this.fireSyntheticInOutEvents('mouse', {
      e,
      target,
      oldTarget: _hoveredTarget,
      fireCanvas: true
    });
    for (let i = 0; i < length; i++) {
      if (targets[i] === target || _hoveredTargets[i] && _hoveredTargets[i] === _hoveredTarget) {
        continue;
      }
      this.fireSyntheticInOutEvents('mouse', {
        e,
        target: targets[i],
        oldTarget: _hoveredTargets[i]
      });
    }
    this._hoveredTarget = target;
    this._hoveredTargets = this.targets.concat();
  }

  /**
   * Manage the dragEnter, dragLeave events for the fabric objects on the canvas
   * @param {Fabric.Object} target the target where the target from the onDrag event
   * @param {Object} data Event object fired on dragover
   * @private
   */
  _fireEnterLeaveEvents(target, data) {
    const draggedoverTarget = this._draggedoverTarget,
      _hoveredTargets = this._hoveredTargets,
      targets = this.targets,
      length = Math.max(_hoveredTargets.length, targets.length);
    this.fireSyntheticInOutEvents('drag', _objectSpread2(_objectSpread2({}, data), {}, {
      target,
      oldTarget: draggedoverTarget,
      fireCanvas: true
    }));
    for (let i = 0; i < length; i++) {
      this.fireSyntheticInOutEvents('drag', _objectSpread2(_objectSpread2({}, data), {}, {
        target: targets[i],
        oldTarget: _hoveredTargets[i]
      }));
    }
    this._draggedoverTarget = target;
  }

  /**
   * Manage the synthetic in/out events for the fabric objects on the canvas
   * @param {Fabric.Object} target the target where the target from the supported events
   * @param {Object} data Event object fired
   * @param {Object} config configuration for the function to work
   * @param {String} config.targetName property on the canvas where the old target is stored
   * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out
   * @param {String} config.evtOut name of the event to fire for out
   * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in
   * @param {String} config.evtIn name of the event to fire for in
   * @private
   */
  fireSyntheticInOutEvents(type, _ref) {
    let {
        target,
        oldTarget,
        fireCanvas,
        e
      } = _ref,
      data = _objectWithoutProperties(_ref, _excluded);
    const {
      targetIn,
      targetOut,
      canvasIn,
      canvasOut
    } = syntheticEventConfig[type];
    const targetChanged = oldTarget !== target;
    if (oldTarget && targetChanged) {
      const outOpt = _objectSpread2(_objectSpread2({}, data), {}, {
        e,
        target: oldTarget,
        nextTarget: target
      }, getEventPoints(this, e));
      fireCanvas && this.fire(canvasOut, outOpt);
      oldTarget.fire(targetOut, outOpt);
    }
    if (target && targetChanged) {
      const inOpt = _objectSpread2(_objectSpread2({}, data), {}, {
        e,
        target,
        previousTarget: oldTarget
      }, getEventPoints(this, e));
      fireCanvas && this.fire(canvasIn, inOpt);
      target.fire(targetIn, inOpt);
    }
  }

  /**
   * Method that defines actions when an Event Mouse Wheel
   * @param {Event} e Event object fired on mouseup
   */
  __onMouseWheel(e) {
    this._cacheTransformEventData(e);
    this._handleEvent(e, 'wheel');
    this._resetTransformEventData();
  }

  /**
   * @private
   * @param {Event} e Event fired on mousemove
   */
  _transformObject(e) {
    const scenePoint = this.getScenePoint(e),
      transform = this._currentTransform,
      target = transform.target,
      //  transform pointer to target's containing coordinate plane
      //  both pointer and object should agree on every point
      localPointer = target.group ? sendPointToPlane(scenePoint, undefined, target.group.calcTransformMatrix()) : scenePoint;
    transform.shiftKey = e.shiftKey;
    transform.altKey = !!this.centeredKey && e[this.centeredKey];
    this._performTransformAction(e, transform, localPointer);
    transform.actionPerformed && this.requestRenderAll();
  }

  /**
   * @private
   */
  _performTransformAction(e, transform, pointer) {
    const {
      action,
      actionHandler,
      target
    } = transform;
    const actionPerformed = !!actionHandler && actionHandler(e, transform, pointer.x, pointer.y);
    actionPerformed && target.setCoords();

    // this object could be created from the function in the control handlers
    if (action === 'drag' && actionPerformed) {
      transform.target.isMoving = true;
      this.setCursor(transform.target.moveCursor || this.moveCursor);
    }
    transform.actionPerformed = transform.actionPerformed || actionPerformed;
  }

  /**
   * Sets the cursor depending on where the canvas is being hovered.
   * Note: very buggy in Opera
   * @param {Event} e Event object
   * @param {Object} target Object that the mouse is hovering, if so.
   */
  _setCursorFromEvent(e, target) {
    if (!target) {
      this.setCursor(this.defaultCursor);
      return;
    }
    let hoverCursor = target.hoverCursor || this.hoverCursor;
    const activeSelection = isActiveSelection(this._activeObject) ? this._activeObject : null,
      // only show proper corner when group selection is not active
      corner = (!activeSelection || target.group !== activeSelection) &&
      // here we call findTargetCorner always with undefined for the touch parameter.
      // we assume that if you are using a cursor you do not need to interact with
      // the bigger touch area.
      target.findControl(this.getViewportPoint(e));
    if (!corner) {
      if (target.subTargetCheck) {
        // hoverCursor should come from top-most subTarget,
        // so we walk the array backwards
        this.targets.concat().reverse().map(_target => {
          hoverCursor = _target.hoverCursor || hoverCursor;
        });
      }
      this.setCursor(hoverCursor);
    } else {
      const control = corner.control;
      this.setCursor(control.cursorStyleHandler(e, control, target));
    }
  }

  /**
   * ## Handles multiple selection
   * - toggles `target` selection (selects/deselects `target` if it isn't/is selected respectively)
   * - sets the active object in case it is not set or in case there is a single active object left under active selection.
   * ---
   * - If the active object is the active selection we add/remove `target` from it
   * - If not, add the active object and `target` to the active selection and make it the active object.
   * @private
   * @param {TPointerEvent} e Event object
   * @param {FabricObject} target target of event to select/deselect
   * @returns true if grouping occurred
   */
  handleMultiSelection(e, target) {
    const activeObject = this._activeObject;
    const isAS = isActiveSelection(activeObject);
    if (
    // check if an active object exists on canvas and if the user is pressing the `selectionKey` while canvas supports multi selection.
    !!activeObject && this._isSelectionKeyPressed(e) && this.selection &&
    // on top of that the user also has to hit a target that is selectable.
    !!target && target.selectable && (
    // group target and active object only if they are different objects
    // else we try to find a subtarget of `ActiveSelection`
    activeObject !== target || isAS) && (
    //  make sure `activeObject` and `target` aren't ancestors of each other in case `activeObject` is not `ActiveSelection`
    // if it is then we want to remove `target` from it
    isAS || !target.isDescendantOf(activeObject) && !activeObject.isDescendantOf(target)) &&
    //  target accepts selection
    !target.onSelect({
      e
    }) &&
    // make sure we are not on top of a control
    !activeObject.getActiveControl()) {
      if (isAS) {
        const prevActiveObjects = activeObject.getObjects();
        if (target === activeObject) {
          const pointer = this.getViewportPoint(e);
          target =
          // first search active objects for a target to remove
          this.searchPossibleTargets(prevActiveObjects, pointer) ||
          //  if not found, search under active selection for a target to add
          // `prevActiveObjects` will be searched but we already know they will not be found
          this.searchPossibleTargets(this._objects, pointer);
          // if nothing is found bail out
          if (!target || !target.selectable) {
            return false;
          }
        }
        if (target.group === activeObject) {
          // `target` is part of active selection => remove it
          activeObject.remove(target);
          this._hoveredTarget = target;
          this._hoveredTargets = [...this.targets];
          // if after removing an object we are left with one only...
          if (activeObject.size() === 1) {
            // activate last remaining object
            // deselecting the active selection will remove the remaining object from it
            this._setActiveObject(activeObject.item(0), e);
          }
        } else {
          // `target` isn't part of active selection => add it
          activeObject.multiSelectAdd(target);
          this._hoveredTarget = activeObject;
          this._hoveredTargets = [...this.targets];
        }
        this._fireSelectionEvents(prevActiveObjects, e);
      } else {
        activeObject.isEditing && activeObject.exitEditing();
        // add the active object and the target to the active selection and set it as the active object
        const klass = classRegistry.getClass('ActiveSelection');
        const newActiveSelection = new klass([], {
          /**
           * it is crucial to pass the canvas ref before calling {@link ActiveSelection#multiSelectAdd}
           * since it uses {@link FabricObject#isInFrontOf} which relies on the canvas ref
           */
          canvas: this
        });
        newActiveSelection.multiSelectAdd(activeObject, target);
        this._hoveredTarget = newActiveSelection;
        // ISSUE 4115: should we consider subTargets here?
        // this._hoveredTargets = [];
        // this._hoveredTargets = this.targets.concat();
        this._setActiveObject(newActiveSelection, e);
        this._fireSelectionEvents([activeObject], e);
      }
      return true;
    }
    return false;
  }

  /**
   * ## Handles selection
   * - selects objects that are contained in (and possibly intersecting) the selection bounding box
   * - sets the active object
   * ---
   * runs on mouse up after a mouse move
   */
  handleSelection(e) {
    if (!this.selection || !this._groupSelector) {
      return false;
    }
    const {
        x,
        y,
        deltaX,
        deltaY
      } = this._groupSelector,
      point1 = new Point(x, y),
      point2 = point1.add(new Point(deltaX, deltaY)),
      tl = point1.min(point2),
      br = point1.max(point2),
      size = br.subtract(tl);
    const collectedObjects = this.collectObjects({
      left: tl.x,
      top: tl.y,
      width: size.x,
      height: size.y
    }, {
      includeIntersecting: !this.selectionFullyContained
    });
    const objects =
    // though this method runs only after mouse move the pointer could do a mouse up on the same position as mouse down
    // should it be handled as is?
    point1.eq(point2) ? collectedObjects[0] ? [collectedObjects[0]] : [] : collectedObjects.length > 1 ? collectedObjects.filter(object => !object.onSelect({
      e
    })).reverse() :
    // `setActiveObject` will call `onSelect(collectedObjects[0])` in this case
    collectedObjects;

    // set active object
    if (objects.length === 1) {
      // set as active object
      this.setActiveObject(objects[0], e);
    } else if (objects.length > 1) {
      // add to active selection and make it the active object
      const klass = classRegistry.getClass('ActiveSelection');
      this.setActiveObject(new klass(objects, {
        canvas: this
      }), e);
    }

    // cleanup
    this._groupSelector = null;
    return true;
  }

  /**
   * Wraps the original toCanvasElement with a function that removes
   * the context top for the time the function is run.
   * So we avoid painting side effects on the upper canvas when exporting
   */
  toCanvasElement() {
    let multiplier = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
    let options = arguments.length > 1 ? arguments[1] : undefined;
    const {
      upper
    } = this.elements;
    upper.ctx = undefined;
    const htmlElement = super.toCanvasElement(multiplier, options);
    upper.ctx = upper.el.getContext('2d');
    return htmlElement;
  }

  /**
   * @override clear {@link textEditingManager}
   */
  clear() {
    this.textEditingManager.clear();
    super.clear();
  }

  /**
   * @override clear {@link textEditingManager}
   */
  destroy() {
    this.removeListeners();
    this.textEditingManager.dispose();
    super.destroy();
  }
}

export { Canvas };
//# sourceMappingURL=Canvas.mjs.map
