Undo-Redo feature in Fabric.js
I am allowing the user to remove the last added path (in my painting application), this works fine for me:
var lastItemIndex = (fabricCanvas.getObjects().length - 1);
var item = fabricCanvas.item(lastItemIndex);
if(item.get('type') === 'path') {
fabricCanvas.remove(item);
fabricCanvas.renderAll();
}
But you could also remove the IF statement and let people remove anything.
Here is a solution that started with this simpler answer to the similar question, Undo Redo History for Canvas FabricJs.
My answer is along the same lines as Tom's answer and the other answers that are modifications of Tom's answer.
To track the state, I'm using JSON.stringify(canvas)
and canvas.loadFromJSON()
like the other answers and have an event registered on the object:modified
to capture the state.
One important thing is that the final canvas.renderAll()
should be called in a callback passed to the second parameter of loadFromJSON()
, like this
canvas.loadFromJSON(state, function() {
canvas.renderAll();
}
This is because it can take a few milliseconds to parse and load the JSON and you need to wait until that's done before you render. It's also important to disable the undo and redo buttons as soon as they're clicked and to only re-enable in the same call back. Something like this
$('#undo').prop('disabled', true);
$('#redo').prop('disabled', true);
canvas.loadFromJSON(state, function() {
canvas.renderAll();
// now turn buttons back on appropriately
...
(see full code below)
}
I have an undo and a redo stack and a global for the last unaltered state. When some modification occurs, then the previous state is pushed into the undo stack and the current state is re-captured.
When the user wants to undo, then current state is pushed to the redo stack. Then I pop off the last undo and both set it to the current state and render it on the canvas.
Likewise when the user wants to redo, the current state is pushed to the undo stack. Then I pop off the last redo and both set it to the current state and render it on the canvas.
The Code
// Fabric.js Canvas object
var canvas;
// current unsaved state
var state;
// past states
var undo = [];
// reverted states
var redo = [];
/**
* Push the current state into the undo stack and then capture the current state
*/
function save() {
// clear the redo stack
redo = [];
$('#redo').prop('disabled', true);
// initial call won't have a state
if (state) {
undo.push(state);
$('#undo').prop('disabled', false);
}
state = JSON.stringify(canvas);
}
/**
* Save the current state in the redo stack, reset to a state in the undo stack, and enable the buttons accordingly.
* Or, do the opposite (redo vs. undo)
* @param playStack which stack to get the last state from and to then render the canvas as
* @param saveStack which stack to push current state into
* @param buttonsOn jQuery selector. Enable these buttons.
* @param buttonsOff jQuery selector. Disable these buttons.
*/
function replay(playStack, saveStack, buttonsOn, buttonsOff) {
saveStack.push(state);
state = playStack.pop();
var on = $(buttonsOn);
var off = $(buttonsOff);
// turn both buttons off for the moment to prevent rapid clicking
on.prop('disabled', true);
off.prop('disabled', true);
canvas.clear();
canvas.loadFromJSON(state, function() {
canvas.renderAll();
// now turn the buttons back on if applicable
on.prop('disabled', false);
if (playStack.length) {
off.prop('disabled', false);
}
});
}
$(function() {
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set up the canvas
canvas = new fabric.Canvas('canvas');
canvas.setWidth(500);
canvas.setHeight(500);
// save initial state
save();
// register event listener for user's actions
canvas.on('object:modified', function() {
save();
});
// draw button
$('#draw').click(function() {
var imgObj = new fabric.Circle({
fill: '#' + Math.floor(Math.random() * 16777215).toString(16),
radius: Math.random() * 250,
left: Math.random() * 250,
top: Math.random() * 250
});
canvas.add(imgObj);
canvas.renderAll();
save();
});
// undo and redo buttons
$('#undo').click(function() {
replay(undo, redo, '#redo', this);
});
$('#redo').click(function() {
replay(redo, undo, '#undo', this);
})
});
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js" type="text/javascript"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js" type="text/javascript"></script>
</head>
<body>
<button id="draw">circle</button>
<button id="undo" disabled>undo</button>
<button id="redo" disabled>redo</button>
<canvas id="canvas" style="border: solid 1px black;"></canvas>
</body>
In http://jsfiddle.net/SpgGV/9/, move the object and change its size. If the object state is changed, and then we do undo/redo, its previous state will be deleted when the next change comes. It makes it easier to do undo/redo. All events of canvas should be called before any element is added to canvas. I didn't add an object:remove
event here. You can add it yourself. If one element is removed, the state and list should be invalid if this element is in this array. The simpler way is to set state
and list = []
and index = 0
.
This will clear the state of your undo/redo queue. If you want to keep all states, such as add/remove, my suggestion is to add more properties to the element of your state array. For instance, state = [{"data":object.originalState, "event": "added"}, ....]
. The "event" could be "modified" or "added" and set in a corresponding event handler.
If you have added one object, then set state[index].event="added"
so that next time, when you use undo, you check it. If it's "added", then remove it anyway. Or when you use redo, if the target one is "added", then you added it. I've recently been quite busy. I will add codes to jsfiddle.net later.
Update: added setCoords()
;
var current;
var list = [];
var state = [];
var index = 0;
var index2 = 0;
var action = false;
var refresh = true;
canvas.on("object:added", function (e) {
var object = e.target;
console.log('object:modified');
if (action === true) {
state = [state[index2]];
list = [list[index2]];
action = false;
console.log(state);
index = 1;
}
object.saveState();
console.log(object.originalState);
state[index] = JSON.stringify(object.originalState);
list[index] = object;
index++;
index2 = index - 1;
refresh = true;
});
canvas.on("object:modified", function (e) {
var object = e.target;
console.log('object:modified');
if (action === true) {
state = [state[index2]];
list = [list[index2]];
action = false;
console.log(state);
index = 1;
}
object.saveState();
state[index] = JSON.stringify(object.originalState);
list[index] = object;
index++;
index2 = index - 1;
console.log(state);
refresh = true;
});
function undo() {
if (index <= 0) {
index = 0;
return;
}
if (refresh === true) {
index--;
refresh = false;
}
console.log('undo');
index2 = index - 1;
current = list[index2];
current.setOptions(JSON.parse(state[index2]));
index--;
current.setCoords();
canvas.renderAll();
action = true;
}
function redo() {
action = true;
if (index >= state.length - 1) {
return;
}
console.log('redo');
index2 = index + 1;
current = list[index2];
current.setOptions(JSON.parse(state[index2]));
index++;
current.setCoords();
canvas.renderAll();
}
Update: better solution to take edit history algorithm into account. Here we can use Editing.getInst().set(item)
where the item could be {action, object, state}
; For example, {"add", object, "{JSON....}"}
.
/**
* Editing : we will save element states into an queue, and the length of queue
* is fixed amount, for example, 0..99, each element will be insert into the top
* of queue, queue.push, and when the queue is full, we will shift the queue,
* to remove the oldest element from the queue, queue.shift, and then we will
* do push.
*
* So the latest state will be at the top of queue, and the oldest one will be
* at the bottom of the queue (0), and the top of queue is changed, could be
* 1..99.
*
* The initialized action is "set", it will insert item into the top of queue,
* even if it arrived the length of queue, it will queue.shift, but still do
* the same thing, and queue only abandon the oldest element this time. When
* the current is changed and new state is coming, then this time, top will be
* current + 1.
*
* The prev action is to fetch "previous state" of the element, and it will use
* "current" to do this job, first, we will --current, and then we will return
* the item of it, because "current" always represent the "current state" of
* element. When the current is equal 0, that means, we have fetched the last
* element of the queue, and then it arrived at the bottom of the queue.
*
* The next action is to fetch "next state" after current element, and it will
* use "current++" to do the job, when the current is equal to "top", it means
* we have fetched the latest element, so we should stop.
*
* If the action changed from prev/next to "set", then we should reset top to
* "current", and abandon all rest after that...
*
* Here we should know that, if we keep the reference in the queue, the item
* in the queue will never be released.
*
*
* @constructor
*/
function Editing() {
this.queue = [];
this.length = 4;
this.bottom = 0;
this.top = 0;
this.current = 0;
this.empty = true;
// At the Begin of Queue
this.BOQ = true;
// At the End of Queue
this.EOQ = true;
// 0: set, 1: prev, 2: next
this._action = 0;
this._round = 0;
}
Editing.sharedInst = null;
Editing.getInst = function (owner) {
if (Editing.sharedInst === null) {
Editing.sharedInst = new Editing(owner);
}
return Editing.sharedInst;
};
/**
* To set the item into the editing queue, and mark the EOQ, BOQ, so we know
* the current position.
*
* @param item
*/
Editing.prototype.set = function (item) {
console.log("=== Editing.set");
var result = null;
if (this._action != 0) {
this.top = this.current + 1;
}
if (this.top >= this.length) {
result = this.queue.shift();
this.top = this.length - 1;
}
this._action = 0;
this.queue[this.top] = item;
this.current = this.top;
this.top++;
this.empty = false;
this.EOQ = true;
this.BOQ = false;
console.log("==> INFO : ");
console.log(item);
console.log("===========");
console.log("current: ", 0 + this.current);
console.log("start: ", 0 + this.bottom);
console.log("end: ", 0 + this.top);
return result;
};
/**
* To fetch the previous item just before current one
*
* @returns {item|boolean}
*/
Editing.prototype.prev = function () {
console.log("=== Editing.prev");
if (this.empty) {
return false;
}
if (this.BOQ) {
return false;
}
this._action = 1;
this.current--;
if (this.current == this.bottom) {
this.BOQ = true;
}
var item = this.queue[this.current];
this.EOQ = false;
console.log("==> INFO : ");
console.log(item);
console.log("===========");
console.log("current: ", 0 + this.current);
console.log("start: ", 0 + this.bottom);
console.log("end: ", 0 + this.top);
return item;
};
/**
* To fetch the next item just after the current one
*
* @returns {*|boolean}
*/
Editing.prototype.next = function () {
console.log("=== Editing.next");
if (this.empty) {
return false;
}
if (this.EOQ) {
return false;
}
this.current++;
if (this.current == this.top - 1 && this.top < this.length) {
this.EOQ = true;
}
if (this.current == this.top - 1 && this.top == this.length) {
this.EOQ = true;
}
this._action = 2;
var item = this.queue[this.current];
this.BOQ = false;
console.log("==> INFO : ");
console.log(item);
console.log("===========");
console.log("current: ", 0 + this.current);
console.log("start: ", 0 + this.bottom);
console.log("end: ", 0 + this.top);
return item;
};
/**
* To empty the editing and reset all state
*/
Editing.prototype.clear = function () {
this.queue = [];
this.bottom = 0;
this.top = 0;
this.current = 0;
this.empty = true;
this.BOQ = true;
this.EOQ = false;
};